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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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478 lines
14 KiB
C++
478 lines
14 KiB
C++
#pragma once
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#include "Placeable.h"
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class CEntity;
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class CPed;
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class CAutomobile;
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#define NUMBER_OF_VECTORS_FOR_AVERAGE 2
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struct CCam
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{
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enum
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{
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MODE_TOPDOWN1 = 1,
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MODE_TOPDOWN2,
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MODE_BEHINDCAR,
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MODE_FOLLOWPED,
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MODE_AIMING,
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MODE_DEBUG,
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MODE_SNIPER,
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MODE_ROCKET,
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MODE_MODELVIEW,
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MODE_BILL,
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MODE_SYPHON,
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MODE_CIRCLE,
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MODE_CHEESYZOOM,
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MODE_WHEELCAM,
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MODE_FIXED,
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MODE_FIRSTPERSON,
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MODE_FLYBY,
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MODE_CAMONASTRING,
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MODE_REACTIONCAM,
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MODE_FOLLOWPEDWITHBINDING,
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MODE_CHRISWITHBINDINGPLUSROTATION,
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MODE_BEHINDBOAT,
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MODE_PLAYERFALLENWATER,
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MODE_CAMONTRAINROOF,
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MODE_CAMRUNNINGSIDETRAIN,
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MODE_BLOODONTHETRACKS,
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MODE_IMTHEPASSENGERWOOWOO,
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MODE_SYPHONCRIMINFRONT,
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MODE_PEDSDEADBABY,
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MODE_CUSHYPILLOWSARSE,
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MODE_LOOKATCARS,
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MODE_ARRESTCAMONE,
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MODE_ARRESTCAMTWO,
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MODE_M16FIRSTPERSON_34,
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MODE_SPECIALFIXEDFORSYPHON,
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MODE_FIGHT,
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MODE_TOPDOWNPED,
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MODE_SNIPER_RUN_AROUND,
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MODE_ROCKET_RUN_AROUND,
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MODE_FIRSTPERSONPEDONPC_40,
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MODE_FIRSTPERSONPEDONPC_41,
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MODE_FIRSTPERSONPEDONPC_42,
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MODE_EDITOR,
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MODE_M16FIRSTPERSON_44
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};
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bool bBelowMinDist; //used for follow ped mode
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bool bBehindPlayerDesired; //used for follow ped mode
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bool m_bCamLookingAtVector;
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bool m_bCollisionChecksOn;
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bool m_bFixingBeta; //used for camera on a string
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bool m_bTheHeightFixerVehicleIsATrain;
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bool LookBehindCamWasInFront;
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bool LookingBehind;
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bool LookingLeft; // 32
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bool LookingRight;
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bool ResetStatics; //for interpolation type stuff to work
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bool Rotating;
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int16 Mode; // CameraMode
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uint32 m_uiFinishTime; // 52
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int m_iDoCollisionChecksOnFrameNum;
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int m_iDoCollisionCheckEveryNumOfFrames;
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int m_iFrameNumWereAt; // 64
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int m_iRunningVectorArrayPos;
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int m_iRunningVectorCounter;
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int DirectionWasLooking;
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float f_max_role_angle; //=DEGTORAD(5.0f);
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float f_Roll; //used for adding a slight roll to the camera in the
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float f_rollSpeed;
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float m_fSyphonModeTargetZOffSet;
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float m_fUnknownZOffSet;
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float m_fAmountFractionObscured;
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float m_fAlphaSpeedOverOneFrame; // 100
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float m_fBetaSpeedOverOneFrame;
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float m_fBufferedTargetBeta;
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float m_fBufferedTargetOrientation;
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float m_fBufferedTargetOrientationSpeed;
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float m_fCamBufferedHeight;
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float m_fCamBufferedHeightSpeed;
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float m_fCloseInPedHeightOffset;
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float m_fCloseInPedHeightOffsetSpeed; // 132
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float m_fCloseInCarHeightOffset;
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float m_fCloseInCarHeightOffsetSpeed;
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float m_fDimensionOfHighestNearCar;
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float m_fDistanceBeforeChanges;
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float m_fFovSpeedOverOneFrame;
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float m_fMinDistAwayFromCamWhenInterPolating;
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float m_fPedBetweenCameraHeightOffset;
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float m_fPlayerInFrontSyphonAngleOffSet; // 164
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float m_fRadiusForDead;
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float m_fRealGroundDist; //used for follow ped mode
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float m_fTargetBeta;
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float m_fTimeElapsedFloat;
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float m_fTransitionBeta;
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float m_fTrueBeta;
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float m_fTrueAlpha; // 200
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float m_fInitialPlayerOrientation; //used for first person
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float Alpha;
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float AlphaSpeed;
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float FOV;
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float FOVSpeed;
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float Beta;
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float BetaSpeed;
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float Distance; // 232
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float DistanceSpeed;
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float CA_MIN_DISTANCE;
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float CA_MAX_DISTANCE;
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float SpeedVar;
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// ped onfoot zoom distance
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float m_fTargetZoomGroundOne;
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float m_fTargetZoomGroundTwo; // 256
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float m_fTargetZoomGroundThree;
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// ped onfoot alpha angle offset
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float m_fTargetZoomOneZExtra;
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float m_fTargetZoomTwoZExtra;
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float m_fTargetZoomThreeZExtra;
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float m_fTargetZoomZCloseIn;
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float m_fMinRealGroundDist;
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float m_fTargetCloseInDist;
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CVector m_cvecTargetCoorsForFudgeInter; // 360
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CVector m_cvecCamFixedModeVector; // 372
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CVector m_cvecCamFixedModeSource; // 384
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CVector m_cvecCamFixedModeUpOffSet; // 396
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CVector m_vecLastAboveWaterCamPosition; //408 //helper for when the player has gone under the water
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CVector m_vecBufferedPlayerBodyOffset; // 420
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// The three vectors that determine this camera for this frame
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CVector Front; // 432 // Direction of looking in
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CVector Source; // Coors in world space
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CVector SourceBeforeLookBehind;
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CVector Up; // Just that
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CVector m_arrPreviousVectors[NUMBER_OF_VECTORS_FOR_AVERAGE]; // used to average stuff
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CEntity *CamTargetEntity;
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float m_fCameraDistance;
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float m_fIdealAlpha;
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float m_fPlayerVelocity;
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CAutomobile *m_pLastCarEntered; // So interpolation works
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CPed *m_pLastPedLookedAt;// So interpolation works
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bool m_bFirstPersonRunAboutActive;
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void GetVectorsReadyForRW(void);
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CVector DoAverageOnVector(const CVector &vec);
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float GetPedBetaAngleForClearView(const CVector &Target, float Dist, float BetaOffset, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies);
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void WorkOutCamHeightWeeCar(CVector &TargetCoors, float TargetOrientation);
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void WorkOutCamHeight(const CVector &TargetCoors, float TargetOrientation, float TargetHeight);
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bool RotCamIfInFrontCar(CVector &TargetCoors, float TargetOrientation);
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bool FixCamIfObscured(CVector &TargetCoors, float TargetHeight, float TargetOrientation);
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void Cam_On_A_String_Unobscured(const CVector &TargetCoors, float BaseDist);
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void FixCamWhenObscuredByVehicle(const CVector &TargetCoors);
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bool Using3rdPersonMouseCam();
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bool GetWeaponFirstPersonOn();
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void Process_Debug(float *vec, float a, float b, float c);
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void Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, float, float);
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void Process_BehindCar(const CVector &CameraTarget, float TargetOrientation, float, float);
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void Process_Cam_On_A_String(const CVector &CameraTarget, float TargetOrientation, float, float);
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};
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static_assert(sizeof(CCam) == 0x1A4, "CCam: wrong size");
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static_assert(offsetof(CCam, Alpha) == 0xA8, "CCam: error");
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static_assert(offsetof(CCam, Front) == 0x140, "CCam: error");
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struct CCamPathSplines
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{
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float m_arr_PathData[800];
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};
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struct CTrainCamNode
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{
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CVector m_cvecCamPosition;
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CVector m_cvecPointToLookAt;
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CVector m_cvecMinPointInRange;
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CVector m_cvecMaxPointInRange;
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float m_fDesiredFOV;
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float m_fNearClip;
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};
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struct CQueuedMode
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{
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int16 Mode;
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float Duration;
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int16 MinZoom;
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int16 MaxZoom;
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};
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enum
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{
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LOOKING_BEHIND,
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LOOKING_LEFT,
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LOOKING_RIGHT,
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LOOKING_FORWARD,
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};
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enum
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{
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// TODO: figure out
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FADE_0,
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FADE_1, // mid fade
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FADE_2,
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FADE_OUT = 0,
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FADE_IN,
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};
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enum
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{
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MBLUR_NONE,
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MBLUR_SNIPER,
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MBLUR_NORMAL,
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MBLUR_INTRO1, // green camera
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MBLUR_INTRO2, // unused
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MBLUR_INTRO3, // bank scene
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MBLUR_INTRO4, // jail break scene
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MBLUR_INTRO5, // explosion
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MBLUR_INTRO6, // player shot
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MBLUR_UNUSED, // pinkish
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};
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struct CCamera : public CPlaceable
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{
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bool m_bAboveGroundTrainNodesLoaded;
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bool m_bBelowGroundTrainNodesLoaded;
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bool m_bCamDirectlyBehind;
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bool m_bCamDirectlyInFront;
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bool m_bCameraJustRestored;
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bool m_bcutsceneFinished;
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bool m_bCullZoneChecksOn;
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bool m_bFirstPersonBeingUsed;
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bool m_bJustJumpedOutOf1stPersonBecauseOfTarget;
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bool m_bIdleOn;
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bool m_bInATunnelAndABigVehicle;
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bool m_bInitialNodeFound;
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bool m_bInitialNoNodeStaticsSet;
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bool m_bIgnoreFadingStuffForMusic;
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bool m_bPlayerIsInGarage;
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bool m_bJustCameOutOfGarage;
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bool m_bJustInitalised;
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bool m_bJust_Switched;
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bool m_bLookingAtPlayer;
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bool m_bLookingAtVector;
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bool m_bMoveCamToAvoidGeom;
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bool m_bObbeCinematicPedCamOn;
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bool m_bObbeCinematicCarCamOn;
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bool m_bRestoreByJumpCut;
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bool m_bUseNearClipScript;
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bool m_bStartInterScript;
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bool m_bStartingSpline;
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bool m_bTargetJustBeenOnTrain;
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bool m_bTargetJustCameOffTrain;
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bool m_bUseSpecialFovTrain;
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bool m_bUseTransitionBeta;
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bool m_bUseScriptZoomValuePed;
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bool m_bUseScriptZoomValueCar;
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bool m_bWaitForInterpolToFinish;
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bool m_bItsOkToLookJustAtThePlayer;
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bool m_bWantsToSwitchWidescreenOff;
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bool m_WideScreenOn;
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bool m_1rstPersonRunCloseToAWall;
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bool m_bHeadBob;
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bool m_bFailedCullZoneTestPreviously;
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bool m_FadeTargetIsSplashScreen;
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bool WorldViewerBeingUsed;
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uint8 ActiveCam;
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uint32 m_uiCamShakeStart;
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uint32 m_uiFirstPersonCamLastInputTime;
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// where are those?
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//bool m_bVehicleSuspenHigh;
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//bool m_bEnable1rstPersonCamCntrlsScript;
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//bool m_bAllow1rstPersonWeaponsCamera;
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uint32 m_uiLongestTimeInMill;
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uint32 m_uiNumberOfTrainCamNodes;
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uint8 m_uiTransitionJUSTStarted;
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uint8 m_uiTransitionState; // 0:one mode 1:transition
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uint32 m_uiTimeLastChange;
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uint32 m_uiTimeWeEnteredIdle;
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uint32 m_uiTimeTransitionStart;
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uint32 m_uiTransitionDuration;
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int m_BlurBlue;
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int m_BlurGreen;
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int m_BlurRed;
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int m_BlurType;
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uint32 unknown;
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int m_iWorkOutSpeedThisNumFrames;
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int m_iNumFramesSoFar;
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int m_iCurrentTrainCamNode;
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int m_motionBlur;
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int m_imotionBlurAddAlpha;
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int m_iCheckCullZoneThisNumFrames;
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int m_iZoneCullFrameNumWereAt;
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int WhoIsInControlOfTheCamera;
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float CamFrontXNorm;
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float CamFrontYNorm;
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float CarZoomIndicator;
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float CarZoomValue;
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float CarZoomValueSmooth;
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float DistanceToWater;
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float FOVDuringInter;
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float LODDistMultiplier;
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float GenerationDistMultiplier;
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float m_fAlphaSpeedAtStartInter;
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float m_fAlphaWhenInterPol;
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float m_fAlphaDuringInterPol;
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float m_fBetaDuringInterPol;
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float m_fBetaSpeedAtStartInter;
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float m_fBetaWhenInterPol;
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float m_fFOVWhenInterPol;
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float m_fFOVSpeedAtStartInter;
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float m_fStartingBetaForInterPol;
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float m_fStartingAlphaForInterPol;
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float m_PedOrientForBehindOrInFront;
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float m_CameraAverageSpeed;
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float m_CameraSpeedSoFar;
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float m_fCamShakeForce;
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float m_fCarZoomValueScript;
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float m_fFovForTrain;
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float m_fFOV_Wide_Screen;
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float m_fNearClipScript;
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float m_fOldBetaDiff;
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float m_fPedZoomValue;
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float m_fPedZoomValueScript;
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float m_fPedZoomValueSmooth;
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float m_fPositionAlongSpline;
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float m_ScreenReductionPercentage;
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float m_ScreenReductionSpeed;
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float m_AlphaForPlayerAnim1rstPerson;
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float Orientation;
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float PedZoomIndicator;
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float PlayerExhaustion;
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float SoundDistUp, SoundDistLeft, SoundDistRight;
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float SoundDistUpAsRead, SoundDistLeftAsRead, SoundDistRightAsRead;
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float SoundDistUpAsReadOld, SoundDistLeftAsReadOld, SoundDistRightAsReadOld;
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float m_fWideScreenReductionAmount;
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float m_fStartingFOVForInterPol;
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// not static yet
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float m_fMouseAccelHorzntl;// acceleration multiplier for 1st person controls
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float m_fMouseAccelVertical;// acceleration multiplier for 1st person controls
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float m_f3rdPersonCHairMultX;
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float m_f3rdPersonCHairMultY;
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CCam Cams[3];
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void *pToGarageWeAreIn;
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void *pToGarageWeAreInForHackAvoidFirstPerson;
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CQueuedMode m_PlayerMode;
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CQueuedMode PlayerWeaponMode;
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CVector m_PreviousCameraPosition;
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CVector m_RealPreviousCameraPosition;
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CVector m_cvecAimingTargetCoors;
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CVector m_vecFixedModeVector;
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// one of those has to go
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CVector m_vecFixedModeSource;
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CVector m_vecFixedModeUpOffSet;
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// CVector m_vecCutSceneOffset;
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CVector m_cvecStartingSourceForInterPol;
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CVector m_cvecStartingTargetForInterPol;
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CVector m_cvecStartingUpForInterPol;
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CVector m_cvecSourceSpeedAtStartInter;
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CVector m_cvecTargetSpeedAtStartInter;
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CVector m_cvecUpSpeedAtStartInter;
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CVector m_vecSourceWhenInterPol;
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CVector m_vecTargetWhenInterPol;
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CVector m_vecUpWhenInterPol;
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CVector m_vecClearGeometryVec;
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CVector m_vecGameCamPos;
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CVector SourceDuringInter;
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CVector TargetDuringInter;
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CVector UpDuringInter;
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RwCamera *m_pRwCamera;
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CEntity *pTargetEntity;
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CCamPathSplines m_arrPathArray[4];
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CTrainCamNode m_arrTrainCamNode[800];
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CMatrix m_cameraMatrix;
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bool m_bGarageFixedCamPositionSet;
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bool m_vecDoingSpecialInterPolation;
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bool m_bScriptParametersSetForInterPol;
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bool m_bFading;
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bool m_bMusicFading;
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CMatrix m_viewMatrix;
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CVector m_vecFrustumNormals[4];
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CVector m_vecOldSourceForInter;
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CVector m_vecOldFrontForInter;
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CVector m_vecOldUpForInter;
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float m_vecOldFOVForInter;
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float m_fFLOATingFade;
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float m_fFLOATingFadeMusic;
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float m_fTimeToFadeOut;
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float m_fTimeToFadeMusic;
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float m_fFractionInterToStopMovingTarget;
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float m_fFractionInterToStopCatchUpTarget;
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float m_fGaitSwayBuffer;
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float m_fScriptPercentageInterToStopMoving;
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float m_fScriptPercentageInterToCatchUp;
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uint32 m_fScriptTimeForInterPolation;
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int16 m_iFadingDirection;
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int m_iModeObbeCamIsInForCar;
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int16 m_iModeToGoTo;
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int16 m_iMusicFadingDirection;
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int16 m_iTypeOfSwitch;
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uint32 m_uiFadeTimeStarted;
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uint32 m_uiFadeTimeStartedMusic;
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static bool &m_bUseMouse3rdPerson;
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CMatrix &GetCameraMatrix(void) { return m_cameraMatrix; }
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CVector &GetGameCamPosition(void) { return m_vecGameCamPos; }
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bool IsPointVisible(const CVector ¢er, const CMatrix *mat);
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bool IsSphereVisible(const CVector ¢er, float radius, const CMatrix *mat);
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bool IsBoxVisible(RwV3d *box, const CMatrix *mat);
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int GetLookDirection(void);
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void Fade(float timeout, int16 direction);
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int GetScreenFadeStatus(void);
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void ProcessFade(void);
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void ProcessMusicFade(void);
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void SetFadeColour(uint8 r, uint8 g, uint8 b);
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void SetMotionBlur(int r, int g, int b, int a, int type);
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void SetMotionBlurAlpha(int a);
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void RenderMotionBlur(void);
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void ClearPlayerWeaponMode();
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void CalculateDerivedValues(void);
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void DrawBordersForWideScreen(void);
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void Restore(void);
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void SetWidescreenOff(void);
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void dtor(void) { this->CCamera::~CCamera(); }
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};
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static_assert(offsetof(CCamera, m_WideScreenOn) == 0x70, "CCamera: error");
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static_assert(offsetof(CCamera, WorldViewerBeingUsed) == 0x75, "CCamera: error");
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static_assert(offsetof(CCamera, m_uiNumberOfTrainCamNodes) == 0x84, "CCamera: error");
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static_assert(offsetof(CCamera, m_uiTransitionState) == 0x89, "CCamera: error");
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static_assert(offsetof(CCamera, m_uiTimeTransitionStart) == 0x94, "CCamera: error");
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static_assert(offsetof(CCamera, m_BlurBlue) == 0x9C, "CCamera: error");
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static_assert(offsetof(CCamera, Cams) == 0x1A4, "CCamera: error");
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static_assert(sizeof(CCamera) == 0xE9D8, "CCamera: wrong size");
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extern CCamera &TheCamera;
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