#pragma once #include "Placeable.h" class CEntity; class CPed; class CAutomobile; #define NUMBER_OF_VECTORS_FOR_AVERAGE 2 struct CCam { enum CamMode { MODE_TOPDOWN1 = 1, MODE_TOPDOWN2, MODE_BEHINDCAR, MODE_FOLLOWPED, MODE_AIMING, MODE_DEBUG, MODE_SNIPER, MODE_ROCKET, MODE_MODELVIEW, MODE_BILL, MODE_SYPHON, MODE_CIRCLE, MODE_CHEESYZOOM, MODE_WHEELCAM, MODE_FIXED, MODE_FIRSTPERSON, MODE_FLYBY, MODE_CAMONASTRING, MODE_REACTIONCAM, MODE_FOLLOWPEDWITHBINDING, MODE_CHRISWITHBINDINGPLUSROTATION, MODE_BEHINDBOAT, MODE_PLAYERFALLENWATER, MODE_CAMONTRAINROOF, MODE_CAMRUNNINGSIDETRAIN, MODE_BLOODONTHETRACKS, MODE_IMTHEPASSENGERWOOWOO, MODE_SYPHONCRIMINFRONT, MODE_PEDSDEADBABY, MODE_CUSHYPILLOWSARSE, MODE_LOOKATCARS, MODE_ARRESTCAMONE, MODE_ARRESTCAMTWO, MODE_M16FIRSTPERSON_34, MODE_SPECIALFIXEDFORSYPHON, MODE_FIGHT, MODE_TOPDOWNPED, MODE_FIRSTPERSONPEDONPC_38, MODE_FIRSTPERSONPEDONPC_39, MODE_FIRSTPERSONPEDONPC_40, MODE_FIRSTPERSONPEDONPC_41, MODE_FIRSTPERSONPEDONPC_42, MODE_EDITOR, MODE_M16FIRSTPERSON_44 }; bool bBelowMinDist; //used for follow ped mode bool bBehindPlayerDesired; //used for follow ped mode bool m_bCamLookingAtVector; bool m_bCollisionChecksOn; bool m_bFixingBeta; //used for camera on a string bool m_bTheHeightFixerVehicleIsATrain; bool LookBehindCamWasInFront; bool LookingBehind; bool LookingLeft; // 32 bool LookingRight; bool ResetStatics; //for interpolation type stuff to work bool Rotating; int16 Mode; // CameraMode uint32 m_uiFinishTime; // 52 int m_iDoCollisionChecksOnFrameNum; int m_iDoCollisionCheckEveryNumOfFrames; int m_iFrameNumWereAt; // 64 int m_iRunningVectorArrayPos; int m_iRunningVectorCounter; int DirectionWasLooking; float f_max_role_angle; //=DEGTORAD(5.0f); float f_Roll; //used for adding a slight roll to the camera in the float f_rollSpeed; float m_fSyphonModeTargetZOffSet; float m_unknownZOffset; float m_fAmountFractionObscured; float m_fAlphaSpeedOverOneFrame; // 100 float m_fBetaSpeedOverOneFrame; float m_fBufferedTargetBeta; float m_fBufferedTargetOrientation; float m_fBufferedTargetOrientationSpeed; float m_fCamBufferedHeight; float m_fCamBufferedHeightSpeed; float m_fCloseInPedHeightOffset; float m_fCloseInPedHeightOffsetSpeed; // 132 float m_fCloseInCarHeightOffset; float m_fCloseInCarHeightOffsetSpeed; float m_fDimensionOfHighestNearCar; float m_fDistanceBeforeChanges; float m_fFovSpeedOverOneFrame; float m_fMinDistAwayFromCamWhenInterPolating; float m_fPedBetweenCameraHeightOffset; float m_fPlayerInFrontSyphonAngleOffSet; // 164 float m_fRadiusForDead; float m_fRealGroundDist; //used for follow ped mode float m_fTargetBeta; float m_fTimeElapsedFloat; float m_fTransitionBeta; float m_fTrueBeta; float m_fTrueAlpha; // 200 float m_fInitialPlayerOrientation; //used for first person float Alpha; float AlphaSpeed; float FOV; float FOVSpeed; float Beta; float BetaSpeed; float Distance; // 232 float DistanceSpeed; float CA_MIN_DISTANCE; float CA_MAX_DISTANCE; float SpeedVar; // ped onfoot zoom distance float m_fTargetZoomGroundOne; float m_fTargetZoomGroundTwo; // 256 float m_fTargetZoomGroundThree; // ped onfoot alpha angle offset float m_fTargetZoomOneZExtra; float m_fTargetZoomTwoZExtra; float m_fTargetZoomThreeZExtra; float m_fTargetZoomZCloseIn; float m_fMinRealGroundDist; float m_fTargetCloseInDist; CVector m_cvecTargetCoorsForFudgeInter; // 360 CVector m_cvecCamFixedModeVector; // 372 CVector m_cvecCamFixedModeSource; // 384 CVector m_cvecCamFixedModeUpOffSet; // 396 CVector m_vecLastAboveWaterCamPosition; //408 //helper for when the player has gone under the water CVector m_vecBufferedPlayerBodyOffset; // 420 // The three vectors that determine this camera for this frame CVector Front; // 432 // Direction of looking in CVector Source; // Coors in world space CVector SourceBeforeLookBehind; CVector Up; // Just that CVector m_arrPreviousVectors[NUMBER_OF_VECTORS_FOR_AVERAGE]; // used to average stuff CEntity *CamTargetEntity; float m_fCameraDistance; float m_fIdealAlpha; float m_fPlayerVelocity; CAutomobile *m_pLastCarEntered; // So interpolation works CPed *m_pLastPedLookedAt;// So interpolation works bool m_bFirstPersonRunAboutActive; void Process_Debug(float *vec, float a, float b, float c); void Process_Kalvin(float*, float, float, float); void GetVectorsReadyForRW(void); }; static_assert(sizeof(CCam) == 0x1A4, "CCam: wrong size"); static_assert(offsetof(CCam, Alpha) == 0xA8, "CCam: error"); static_assert(offsetof(CCam, Front) == 0x140, "CCam: error"); struct CCamPathSplines { float m_arr_PathData[800]; }; struct CTrainCamNode { CVector m_cvecCamPosition; CVector m_cvecPointToLookAt; CVector m_cvecMinPointInRange; CVector m_cvecMaxPointInRange; float m_fDesiredFOV; float m_fNearClip; }; struct CQueuedMode { int16 Mode; float Duration; int16 MinZoom; int16 MaxZoom; }; enum { LOOKING_BEHIND, LOOKING_LEFT, LOOKING_RIGHT, LOOKING_FORWARD, }; struct CCamera : public CPlaceable { bool m_bAboveGroundTrainNodesLoaded; bool m_bBelowGroundTrainNodesLoaded; bool m_bCamDirectlyBehind; bool m_bCamDirectlyInFront; bool m_bCameraJustRestored; bool m_bcutsceneFinished; bool m_bCullZoneChecksOn; bool m_bFirstPersonBeingUsed; bool m_bJustJumpedOutOf1stPersonBecauseOfTarget; bool m_bIdleOn; bool m_bInATunnelAndABigVehicle; bool m_bInitialNodeFound; bool m_bInitialNoNodeStaticsSet; bool m_bIgnoreFadingStuffForMusic; bool m_bPlayerIsInGarage; bool m_bJustCameOutOfGarage; bool m_bJustInitalised; bool m_bJust_Switched; bool m_bLookingAtPlayer; bool m_bLookingAtVector; bool m_bMoveCamToAvoidGeom; bool m_bObbeCinematicPedCamOn; bool m_bObbeCinematicCarCamOn; bool m_bRestoreByJumpCut; bool m_bUseNearClipScript; bool m_bStartInterScript; bool m_bStartingSpline; bool m_bTargetJustBeenOnTrain; bool m_bTargetJustCameOffTrain; bool m_bUseSpecialFovTrain; bool m_bUseTransitionBeta; bool m_bUseScriptZoomValuePed; bool m_bUseScriptZoomValueCar; bool m_bWaitForInterpolToFinish; bool m_bItsOkToLookJustAtThePlayer; bool m_bWantsToSwitchWidescreenOff; bool m_WideScreenOn; bool m_1rstPersonRunCloseToAWall; bool m_bHeadBob; bool m_bFailedCullZoneTestPreviously; bool m_FadeTargetIsSplashScreen; bool WorldViewerBeingUsed; uint8 ActiveCam; uint32 m_uiCamShakeStart; uint32 m_uiFirstPersonCamLastInputTime; // where are those? //bool m_bVehicleSuspenHigh; //bool m_bEnable1rstPersonCamCntrlsScript; //bool m_bAllow1rstPersonWeaponsCamera; uint32 m_uiLongestTimeInMill; uint32 m_uiNumberOfTrainCamNodes; uint8 m_uiTransitionJUSTStarted; uint8 m_uiTransitionState; // 0:one mode 1:transition uint32 m_uiTimeLastChange; uint32 m_uiTimeWeEnteredIdle; uint32 m_uiTimeTransitionStart; uint32 m_uiTransitionDuration; int m_BlurBlue; int m_BlurGreen; int m_BlurRed; int m_BlurType; uint32 unknown; int m_iWorkOutSpeedThisNumFrames; int m_iNumFramesSoFar; int m_iCurrentTrainCamNode; int m_motionBlur; int m_imotionBlurAddAlpha; int m_iCheckCullZoneThisNumFrames; int m_iZoneCullFrameNumWereAt; int WhoIsInControlOfTheCamera; float CamFrontXNorm; float CamFrontYNorm; float CarZoomIndicator; float CarZoomValue; float CarZoomValueSmooth; float DistanceToWater; float FOVDuringInter; float LODDistMultiplier; float GenerationDistMultiplier; float m_fAlphaSpeedAtStartInter; float m_fAlphaWhenInterPol; float m_fAlphaDuringInterPol; float m_fBetaDuringInterPol; float m_fBetaSpeedAtStartInter; float m_fBetaWhenInterPol; float m_fFOVWhenInterPol; float m_fFOVSpeedAtStartInter; float m_fStartingBetaForInterPol; float m_fStartingAlphaForInterPol; float m_PedOrientForBehindOrInFront; float m_CameraAverageSpeed; float m_CameraSpeedSoFar; float m_fCamShakeForce; float m_fCarZoomValueScript; float m_fFovForTrain; float m_fFOV_Wide_Screen; float m_fNearClipScript; float m_fOldBetaDiff; float m_fPedZoomValue; float m_fPedZoomValueScript; float m_fPedZoomValueSmooth; float m_fPositionAlongSpline; float m_ScreenReductionPercentage; float m_ScreenReductionSpeed; float m_AlphaForPlayerAnim1rstPerson; float Orientation; float PedZoomIndicator; float PlayerExhaustion; float SoundDistUp, SoundDistLeft, SoundDistRight; float SoundDistUpAsRead, SoundDistLeftAsRead, SoundDistRightAsRead; float SoundDistUpAsReadOld, SoundDistLeftAsReadOld, SoundDistRightAsReadOld; float m_fWideScreenReductionAmount; float m_fStartingFOVForInterPol; // not static yet float m_fMouseAccelHorzntl;// acceleration multiplier for 1st person controls float m_fMouseAccelVertical;// acceleration multiplier for 1st person controls float m_f3rdPersonCHairMultX; float m_f3rdPersonCHairMultY; CCam Cams[3]; void *pToGarageWeAreIn; void *pToGarageWeAreInForHackAvoidFirstPerson; CQueuedMode m_PlayerMode; CQueuedMode PlayerWeaponMode; CVector m_PreviousCameraPosition; CVector m_RealPreviousCameraPosition; CVector m_cvecAimingTargetCoors; CVector m_vecFixedModeVector; // one of those has to go CVector m_vecFixedModeSource; CVector m_vecFixedModeUpOffSet; // CVector m_vecCutSceneOffset; CVector m_cvecStartingSourceForInterPol; CVector m_cvecStartingTargetForInterPol; CVector m_cvecStartingUpForInterPol; CVector m_cvecSourceSpeedAtStartInter; CVector m_cvecTargetSpeedAtStartInter; CVector m_cvecUpSpeedAtStartInter; CVector m_vecSourceWhenInterPol; CVector m_vecTargetWhenInterPol; CVector m_vecUpWhenInterPol; CVector m_vecClearGeometryVec; CVector m_vecGameCamPos; CVector SourceDuringInter; CVector TargetDuringInter; CVector UpDuringInter; RwCamera *m_pRwCamera; CEntity *pTargetEntity; CCamPathSplines m_arrPathArray[4]; CTrainCamNode m_arrTrainCamNode[800]; CMatrix m_cameraMatrix; bool m_bGarageFixedCamPositionSet; bool m_vecDoingSpecialInterPolation; bool m_bScriptParametersSetForInterPol; bool m_bFading; bool m_bMusicFading; CMatrix m_viewMatrix; CVector m_vecFrustumNormals[4]; CVector m_vecOldSourceForInter; CVector m_vecOldFrontForInter; CVector m_vecOldUpForInter; float m_vecOldFOVForInter; float m_fFLOATingFade; float m_fFLOATingFadeMusic; float m_fTimeToFadeOut; float m_fTimeToFadeMusic; float m_fFractionInterToStopMovingTarget; float m_fFractionInterToStopCatchUpTarget; float m_fGaitSwayBuffer; float m_fScriptPercentageInterToStopMoving; float m_fScriptPercentageInterToCatchUp; uint32 m_fScriptTimeForInterPolation; int16 m_iFadingDirection; int m_iModeObbeCamIsInForCar; int16 m_iModeToGoTo; int16 m_iMusicFadingDirection; int16 m_iTypeOfSwitch; uint32 m_uiFadeTimeStarted; uint32 m_uiFadeTimeStartedMusic; CMatrix &GetCameraMatrix(void) { return m_cameraMatrix; } CVector &GetGameCamPosition(void) { return m_vecGameCamPos; } bool IsPointVisible(const CVector ¢er, const CMatrix *mat); bool IsSphereVisible(const CVector ¢er, float radius, const CMatrix *mat); bool IsBoxVisible(RwV3d *box, const CMatrix *mat); }; static_assert(offsetof(CCamera, m_WideScreenOn) == 0x70, "CCamera: error"); static_assert(offsetof(CCamera, WorldViewerBeingUsed) == 0x75, "CCamera: error"); static_assert(offsetof(CCamera, m_uiNumberOfTrainCamNodes) == 0x84, "CCamera: error"); static_assert(offsetof(CCamera, m_uiTransitionState) == 0x89, "CCamera: error"); static_assert(offsetof(CCamera, m_uiTimeTransitionStart) == 0x94, "CCamera: error"); static_assert(offsetof(CCamera, m_BlurBlue) == 0x9C, "CCamera: error"); static_assert(offsetof(CCamera, Cams) == 0x1A4, "CCamera: error"); static_assert(sizeof(CCamera) == 0xE9D8, "CCamera: wrong size"); extern CCamera &TheCamera;