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Copy pathCGameSA.cpp
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CGameSA.cpp
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/*****************************************************************************
*
* PROJECT: Multi Theft Auto v1.0
* LICENSE: See LICENSE in the top level directory
* FILE: game_sa/CGameSA.cpp
* PURPOSE: Base game logic handling
*
* Multi Theft Auto is available from http://www.multitheftauto.com/
*
*****************************************************************************/
#include "StdInc.h"
#define ALLOC_STATS_MODULE_NAME "game_sa"
#include "SharedUtil.hpp"
#include "SharedUtil.MemAccess.hpp"
#include "C3DMarkersSA.h"
#include "CAEAudioHardwareSA.h"
#include "CAERadioTrackManagerSA.h"
#include "CAESoundManagerSA.h"
#include "CAnimManagerSA.h"
#include "CAudioContainerSA.h"
#include "CCameraSA.h"
#include "CCarEnterExitSA.h"
#include "CCheckpointsSA.h"
#include "CClockSA.h"
#include "CColStoreSA.h"
#include "CControllerConfigManagerSA.h"
#include "CCoronasSA.h"
#include "CEventListSA.h"
#include "CExplosionManagerSA.h"
#include "CFileLoaderSA.h"
#include "CFireManagerSA.h"
#include "CFxSA.h"
#include "CFxSystemSA.h"
#include "CGameSA.h"
#include "CGaragesSA.h"
#include "CHandlingManagerSA.h"
#include "CHudSA.h"
#include "CKeyGenSA.h"
#include "CObjectGroupPhysicalPropertiesSA.h"
#include "CPadSA.h"
#include "CPickupsSA.h"
#include "CPlayerInfoSA.h"
#include "CPointLightsSA.h"
#include "CProjectileInfoSA.h"
#include "CRadarSA.h"
#include "CRopesSA.h"
#include "CSettingsSA.h"
#include "CStatsSA.h"
#include "CTaskManagementSystemSA.h"
#include "CTasksSA.h"
#include "CVisibilityPluginsSA.h"
#include "CWaterManagerSA.h"
#include "CWeaponInfoSA.h"
#include "CWeaponStatManagerSA.h"
#include "CWeatherSA.h"
#include "CWorldSA.h"
#include "D3DResourceSystemSA.h"
#include "CIplStoreSA.h"
#include "CBuildingRemovalSA.h"
#include "CCheckpointSA.h"
#include "CPtrNodeSingleLinkPoolSA.h"
extern CGameSA* pGame;
unsigned int& CGameSA::ClumpOffset = *(unsigned int*)0xB5F878;
unsigned int OBJECTDYNAMICINFO_MAX = *(uint32_t*)0x59FB4C != 0x90909090 ? *(uint32_t*)0x59FB4C : 160; // default: 160
/**
* \todo allow the addon to change the size of the pools (see 0x4C0270 - CPools::Initialise) (in start game?)
*/
CGameSA::CGameSA()
{
try
{
pGame = this;
// Find the game version and initialize m_eGameVersion so GetGameVersion() will return the correct value
FindGameVersion();
m_bAsyncScriptEnabled = false;
m_bAsyncScriptForced = false;
m_bASyncLoadingSuspended = false;
m_iCheckStatus = 0;
const unsigned int modelInfoMax = GetCountOfAllFileIDs();
ModelInfo = new CModelInfoSA[modelInfoMax];
ObjectGroupsInfo = new CObjectGroupPhysicalPropertiesSA[OBJECTDYNAMICINFO_MAX];
SetInitialVirtualProtect();
// Set the model ids for all the CModelInfoSA instances
for (unsigned int i = 0; i < modelInfoMax; i++)
{
ModelInfo[i].SetModelID(i);
}
// Prepare all object dynamic infos for CObjectGroupPhysicalPropertiesSA instances
for (unsigned int i = 0; i < OBJECTDYNAMICINFO_MAX; i++)
{
ObjectGroupsInfo[i].SetGroup(i);
}
m_pAudioEngine = new CAudioEngineSA((CAudioEngineSAInterface*)CLASS_CAudioEngine);
m_pAEAudioHardware = new CAEAudioHardwareSA((CAEAudioHardwareSAInterface*)CLASS_CAEAudioHardware);
m_pAESoundManager = new CAESoundManagerSA((CAESoundManagerSAInterface*)CLASS_CAESoundManager);
m_pAudioContainer = new CAudioContainerSA();
m_pWorld = new CWorldSA();
m_Pools = std::make_unique<CPoolsSA>();
m_pClock = new CClockSA();
m_pRadar = new CRadarSA();
m_pCamera = new CCameraSA((CCameraSAInterface*)CLASS_CCamera);
m_pCoronas = new CCoronasSA();
m_pCheckpoints = new CCheckpointsSA();
m_pPickups = new CPickupsSA();
m_pExplosionManager = new CExplosionManagerSA();
m_pHud = new CHudSA();
m_pFireManager = new CFireManagerSA();
m_p3DMarkers = new C3DMarkersSA();
m_pPad = new CPadSA((CPadSAInterface*)CLASS_CPad);
m_pCAERadioTrackManager = new CAERadioTrackManagerSA();
m_pWeather = new CWeatherSA();
m_pStats = new CStatsSA();
m_pTaskManagementSystem = new CTaskManagementSystemSA();
m_pSettings = new CSettingsSA();
m_pCarEnterExit = new CCarEnterExitSA();
m_pControllerConfigManager = new CControllerConfigManagerSA();
m_pProjectileInfo = new CProjectileInfoSA();
m_pRenderWare = new CRenderWareSA();
m_HandlingManager = std::make_unique<CHandlingManagerSA>();
m_pEventList = new CEventListSA();
m_pGarages = new CGaragesSA((CGaragesSAInterface*)CLASS_CGarages);
m_pTasks = new CTasksSA((CTaskManagementSystemSA*)m_pTaskManagementSystem);
m_pAnimManager = new CAnimManagerSA;
m_pStreaming = new CStreamingSA;
m_pVisibilityPlugins = new CVisibilityPluginsSA;
m_pKeyGen = new CKeyGenSA;
m_pRopes = new CRopesSA;
m_pFx = new CFxSA((CFxSAInterface*)CLASS_CFx);
m_pFxManager = new CFxManagerSA((CFxManagerSAInterface*)CLASS_CFxManager);
m_pWaterManager = new CWaterManagerSA();
m_pWeaponStatsManager = new CWeaponStatManagerSA();
m_pPointLights = new CPointLightsSA();
m_collisionStore = new CColStoreSA();
m_pIplStore = new CIplStoreSA();
m_pCoverManager = new CCoverManagerSA();
m_pPlantManager = new CPlantManagerSA();
m_pBuildingRemoval = new CBuildingRemovalSA();
m_pRenderer = std::make_unique<CRendererSA>();
// Normal weapon types (WEAPONSKILL_STD)
for (int i = 0; i < NUM_WeaponInfosStdSkill; i++)
{
eWeaponType weaponType = (eWeaponType)(WEAPONTYPE_PISTOL + i);
WeaponInfos[i] = new CWeaponInfoSA((CWeaponInfoSAInterface*)(ARRAY_WeaponInfo + i * CLASSSIZE_WeaponInfo), weaponType);
m_pWeaponStatsManager->CreateWeaponStat(WeaponInfos[i], (eWeaponType)(weaponType - WEAPONTYPE_PISTOL), WEAPONSKILL_STD);
}
// Extra weapon types for skills (WEAPONSKILL_POOR,WEAPONSKILL_PRO,WEAPONSKILL_SPECIAL)
int index;
eWeaponSkill weaponSkill = eWeaponSkill::WEAPONSKILL_POOR;
for (int skill = 0; skill < 3; skill++)
{
// STD is created first, then it creates "extra weapon types" (poor, pro, special?) but in the enum 1 = STD which meant the STD weapon skill
// contained pro info
if (skill >= 1)
{
if (skill == 1)
{
weaponSkill = eWeaponSkill::WEAPONSKILL_PRO;
}
if (skill == 2)
{
weaponSkill = eWeaponSkill::WEAPONSKILL_SPECIAL;
}
}
for (int i = 0; i < NUM_WeaponInfosOtherSkill; i++)
{
eWeaponType weaponType = (eWeaponType)(WEAPONTYPE_PISTOL + i);
index = NUM_WeaponInfosStdSkill + skill * NUM_WeaponInfosOtherSkill + i;
WeaponInfos[index] = new CWeaponInfoSA((CWeaponInfoSAInterface*)(ARRAY_WeaponInfo + index * CLASSSIZE_WeaponInfo), weaponType);
m_pWeaponStatsManager->CreateWeaponStat(WeaponInfos[index], weaponType, weaponSkill);
}
}
m_pPlayerInfo = new CPlayerInfoSA((CPlayerInfoSAInterface*)CLASS_CPlayerInfo);
// Init cheat name => address map
m_Cheats[CHEAT_HOVERINGCARS] = new SCheatSA((BYTE*)VAR_HoveringCarsEnabled);
m_Cheats[CHEAT_FLYINGCARS] = new SCheatSA((BYTE*)VAR_FlyingCarsEnabled);
m_Cheats[CHEAT_EXTRABUNNYHOP] = new SCheatSA((BYTE*)VAR_ExtraBunnyhopEnabled);
m_Cheats[CHEAT_EXTRAJUMP] = new SCheatSA((BYTE*)VAR_ExtraJumpEnabled);
// New cheats for Anticheat
m_Cheats[CHEAT_TANKMODE] = new SCheatSA((BYTE*)VAR_TankModeEnabled, false);
m_Cheats[CHEAT_NORELOAD] = new SCheatSA((BYTE*)VAR_NoReloadEnabled, false);
m_Cheats[CHEAT_PERFECTHANDLING] = new SCheatSA((BYTE*)VAR_PerfectHandling, false);
m_Cheats[CHEAT_ALLCARSHAVENITRO] = new SCheatSA((BYTE*)VAR_AllCarsHaveNitro, false);
m_Cheats[CHEAT_BOATSCANFLY] = new SCheatSA((BYTE*)VAR_BoatsCanFly, false);
m_Cheats[CHEAT_INFINITEOXYGEN] = new SCheatSA((BYTE*)VAR_InfiniteOxygen, false);
m_Cheats[CHEAT_WALKUNDERWATER] = new SCheatSA((BYTE*)VAR_WalkUnderwater, false);
m_Cheats[CHEAT_FASTERCLOCK] = new SCheatSA((BYTE*)VAR_FasterClock, false);
m_Cheats[CHEAT_FASTERGAMEPLAY] = new SCheatSA((BYTE*)VAR_FasterGameplay, false);
m_Cheats[CHEAT_SLOWERGAMEPLAY] = new SCheatSA((BYTE*)VAR_SlowerGameplay, false);
m_Cheats[CHEAT_ALWAYSMIDNIGHT] = new SCheatSA((BYTE*)VAR_AlwaysMidnight, false);
m_Cheats[CHEAT_FULLWEAPONAIMING] = new SCheatSA((BYTE*)VAR_FullWeaponAiming, false);
m_Cheats[CHEAT_INFINITEHEALTH] = new SCheatSA((BYTE*)VAR_InfiniteHealth, false);
m_Cheats[CHEAT_NEVERWANTED] = new SCheatSA((BYTE*)VAR_NeverWanted, false);
m_Cheats[CHEAT_HEALTARMORMONEY] = new SCheatSA((BYTE*)VAR_HealthArmorMoney, false);
// Change pool sizes here
m_Pools->SetPoolCapacity(TASK_POOL, 5000); // Default is 500
m_Pools->SetPoolCapacity(OBJECT_POOL, MAX_OBJECTS); // Default is 350
m_Pools->SetPoolCapacity(EVENT_POOL, 5000); // Default is 200
m_Pools->SetPoolCapacity(COL_MODEL_POOL, 12000); // Default is 10150
m_Pools->SetPoolCapacity(ENV_MAP_MATERIAL_POOL, 16000); // Default is 4096
m_Pools->SetPoolCapacity(ENV_MAP_ATOMIC_POOL, 4000); // Default is 1024
m_Pools->SetPoolCapacity(SPEC_MAP_MATERIAL_POOL, 16000); // Default is 4096
m_Pools->SetPoolCapacity(ENTRY_INFO_NODE_POOL, MAX_ENTRY_INFO_NODES); // Default is 500
m_Pools->SetPoolCapacity(POINTER_SINGLE_LINK_POOL, MAX_POINTER_SINGLE_LINKS); // Default is 70000
m_Pools->SetPoolCapacity(POINTER_DOUBLE_LINK_POOL, MAX_POINTER_DOUBLE_LINKS); // Default is 3200
dassert(m_Pools->GetPoolCapacity(POINTER_SINGLE_LINK_POOL) == MAX_POINTER_SINGLE_LINKS);
// Increase streaming object instances list size
MemPut<WORD>(0x05B8E55, MAX_RWOBJECT_INSTANCES * 12); // Default is 1000 * 12
MemPut<WORD>(0x05B8EB0, MAX_RWOBJECT_INSTANCES * 12); // Default is 1000 * 12
// Increase matrix array size
MemPut<int>(0x054F3A1, MAX_OBJECTS * 3); // Default is 900
CEntitySAInterface::StaticSetHooks();
CPhysicalSAInterface::StaticSetHooks();
CObjectSA::StaticSetHooks();
CModelInfoSA::StaticSetHooks();
CPlayerPedSA::StaticSetHooks();
CRenderWareSA::StaticSetHooks();
CRenderWareSA::StaticSetClothesReplacingHooks();
CTasksSA::StaticSetHooks();
CPedSA::StaticSetHooks();
CSettingsSA::StaticSetHooks();
CFxSystemSA::StaticSetHooks();
CFileLoaderSA::StaticSetHooks();
D3DResourceSystemSA::StaticSetHooks();
CVehicleSA::StaticSetHooks();
CCheckpointSA::StaticSetHooks();
CHudSA::StaticSetHooks();
CPtrNodeSingleLinkPoolSA::StaticSetHooks();
}
catch (const std::bad_alloc& e)
{
std::string error = _("Failed initialization game_sa");
error += "\n";
error += _("Memory allocations failed");
error += ": ";
error += e.what();
MessageBoxUTF8(nullptr, error, _("Error"), MB_ICONERROR | MB_OK);
ExitProcess(EXIT_FAILURE);
}
catch (const std::exception& e)
{
std::string error = _("Failed initialization game_sa");
error += "\n";
error += _("Information");
error += ": ";
error += e.what();
MessageBoxUTF8(nullptr, error, _("Error"), MB_ICONERROR | MB_OK);
ExitProcess(EXIT_FAILURE);
}
}
CGameSA::~CGameSA()
{
delete reinterpret_cast<CPlayerInfoSA*>(m_pPlayerInfo);
for (int i = 0; i < NUM_WeaponInfosTotal; i++)
{
delete reinterpret_cast<CWeaponInfoSA*>(WeaponInfos[i]);
}
delete reinterpret_cast<CFxSA*>(m_pFx);
delete reinterpret_cast<CRopesSA*>(m_pRopes);
delete reinterpret_cast<CKeyGenSA*>(m_pKeyGen);
delete reinterpret_cast<CVisibilityPluginsSA*>(m_pVisibilityPlugins);
delete reinterpret_cast<CStreamingSA*>(m_pStreaming);
delete reinterpret_cast<CAnimManagerSA*>(m_pAnimManager);
delete reinterpret_cast<CTasksSA*>(m_pTasks);
delete reinterpret_cast<CTaskManagementSystemSA*>(m_pTaskManagementSystem);
delete reinterpret_cast<CStatsSA*>(m_pStats);
delete reinterpret_cast<CWeatherSA*>(m_pWeather);
delete reinterpret_cast<CAERadioTrackManagerSA*>(m_pCAERadioTrackManager);
delete reinterpret_cast<CPadSA*>(m_pPad);
delete reinterpret_cast<C3DMarkersSA*>(m_p3DMarkers);
delete reinterpret_cast<CFireManagerSA*>(m_pFireManager);
delete reinterpret_cast<CHudSA*>(m_pHud);
delete reinterpret_cast<CExplosionManagerSA*>(m_pExplosionManager);
delete reinterpret_cast<CPickupsSA*>(m_pPickups);
delete reinterpret_cast<CCheckpointsSA*>(m_pCheckpoints);
delete reinterpret_cast<CCoronasSA*>(m_pCoronas);
delete reinterpret_cast<CCameraSA*>(m_pCamera);
delete reinterpret_cast<CRadarSA*>(m_pRadar);
delete reinterpret_cast<CClockSA*>(m_pClock);
delete reinterpret_cast<CWorldSA*>(m_pWorld);
delete reinterpret_cast<CAudioEngineSA*>(m_pAudioEngine);
delete reinterpret_cast<CAEAudioHardwareSA*>(m_pAEAudioHardware);
delete reinterpret_cast<CAudioContainerSA*>(m_pAudioContainer);
delete reinterpret_cast<CPointLightsSA*>(m_pPointLights);
delete static_cast<CColStoreSA*>(m_collisionStore);
delete static_cast<CIplStore*>(m_pIplStore);
delete static_cast<CBuildingRemovalSA*>(m_pBuildingRemoval);
delete m_pCoverManager;
delete m_pPlantManager;
delete[] ModelInfo;
delete[] ObjectGroupsInfo;
}
CWeaponInfo* CGameSA::GetWeaponInfo(eWeaponType weapon, eWeaponSkill skill)
{
if ((skill == WEAPONSKILL_STD && weapon >= WEAPONTYPE_UNARMED && weapon < WEAPONTYPE_LAST_WEAPONTYPE) ||
(skill != WEAPONSKILL_STD && weapon >= WEAPONTYPE_PISTOL && weapon <= WEAPONTYPE_TEC9))
{
int offset = 0;
switch (skill)
{
case WEAPONSKILL_STD:
offset = 0;
break;
case WEAPONSKILL_POOR:
offset = NUM_WeaponInfosStdSkill - WEAPONTYPE_PISTOL;
break;
case WEAPONSKILL_PRO:
offset = NUM_WeaponInfosStdSkill + NUM_WeaponInfosOtherSkill - WEAPONTYPE_PISTOL;
break;
case WEAPONSKILL_SPECIAL:
offset = NUM_WeaponInfosStdSkill + 2 * NUM_WeaponInfosOtherSkill - WEAPONTYPE_PISTOL;
break;
default:
break;
}
return WeaponInfos[offset + weapon];
}
else
return NULL;
}
void CGameSA::Pause(bool bPaused)
{
MemPutFast<bool>(0xB7CB49, bPaused); // CTimer::m_UserPause
}
CModelInfo* CGameSA::GetModelInfo(DWORD dwModelID, bool bCanBeInvalid)
{
if (dwModelID < GetCountOfAllFileIDs())
{
if (ModelInfo[dwModelID].IsValid() || bCanBeInvalid)
{
return &ModelInfo[dwModelID];
}
return nullptr;
}
return nullptr;
}
/**
* Starts the game
* \todo make addresses into constants
*/
void CGameSA::StartGame()
{
SetSystemState(GS_INIT_PLAYING_GAME);
MemPutFast<BYTE>(0xB7CB49, 0); // CTimer::m_UserPause
MemPutFast<BYTE>(0xBA67A4, 0); // FrontEndMenuManager + 0x5C
}
/**
* Sets the part of the game loading process the game is in.
* @param dwState DWORD containing a valid state 0 - 9
*/
void CGameSA::SetSystemState(eSystemState State)
{
MemPutFast<DWORD>(0xC8D4C0, State); // gGameState
}
eSystemState CGameSA::GetSystemState()
{
return *(eSystemState*)0xC8D4C0; // gGameState
}
/**
* This adds the local player to the ped pool, nothing else
* @return BOOL TRUE if success, FALSE otherwise
*/
bool CGameSA::InitLocalPlayer(CClientPed* pClientPed)
{
CPoolsSA* pools = (CPoolsSA*)GetPools();
if (pools)
{
//* HACKED IN HERE FOR NOW *//
CPedSAInterface* pInterface = pools->GetPedInterface((DWORD)1);
if (pInterface)
{
pools->ResetPedPoolCount();
pools->AddPed(pClientPed, (DWORD*)pInterface);
return TRUE;
}
return false;
}
return true;
}
float CGameSA::GetGravity()
{
return *(float*)(0x863984);
}
void CGameSA::SetGravity(float fGravity)
{
MemPut<float>(0x863984, fGravity);
}
float CGameSA::GetGameSpeed()
{
return *(float*)(0xB7CB64);
}
void CGameSA::SetGameSpeed(float fSpeed)
{
MemPutFast<float>(0xB7CB64, fSpeed);
}
void CGameSA::Reset()
{
// Things to do if the game was loaded
if (GetSystemState() == GS_PLAYING_GAME)
{
// Extinguish all fires
m_pFireManager->ExtinguishAllFires();
// Restore camera stuff
m_pCamera->Restore();
m_pCamera->SetFadeColor(0, 0, 0);
m_pCamera->Fade(0, FADE_OUT);
Pause(false); // We don't have to pause as the fadeout will stop the sound. Pausing it will make the fadein next start ugly
m_pHud->Disable(false);
// Restore the HUD
m_pHud->Disable(false);
m_pHud->SetComponentVisible(HUD_ALL, true);
// Restore model dummies' positions
CModelInfoSA::ResetAllVehicleDummies();
CModelInfoSA::RestoreAllObjectsPropertiesGroups();
// restore default properties of all CObjectGroupPhysicalPropertiesSA instances
CObjectGroupPhysicalPropertiesSA::RestoreDefaultValues();
// Restore vehicle model wheel sizes
CModelInfoSA::ResetAllVehiclesWheelSizes();
// Restore changed TXD IDs
CModelInfoSA::StaticResetTextureDictionaries();
// Restore default world state
RestoreGameWorld();
}
}
void CGameSA::Terminate()
{
// Initiate the destruction
delete this;
// Dump any memory leaks if DETECT_LEAK is defined
#ifdef DETECT_LEAKS
DumpUnfreed();
#endif
}
void CGameSA::Initialize()
{
// Initialize garages
m_pGarages->Initialize();
SetupSpecialCharacters();
SetupBrokenModels();
m_pRenderWare->Initialize();
// *Sebas* Hide the GTA:SA Main menu.
MemPutFast<BYTE>(CLASS_CMenuManager + 0x5C, 0);
}
eGameVersion CGameSA::GetGameVersion()
{
return m_eGameVersion;
}
eGameVersion CGameSA::FindGameVersion()
{
unsigned char ucA = *reinterpret_cast<unsigned char*>(0x748ADD);
unsigned char ucB = *reinterpret_cast<unsigned char*>(0x748ADE);
if (ucA == 0xFF && ucB == 0x53)
{
m_eGameVersion = VERSION_US_10;
}
else if (ucA == 0x0F && ucB == 0x84)
{
m_eGameVersion = VERSION_EU_10;
}
else if (ucA == 0xFE && ucB == 0x10)
{
m_eGameVersion = VERSION_11;
}
else
{
m_eGameVersion = VERSION_UNKNOWN;
}
return m_eGameVersion;
}
float CGameSA::GetFPS()
{
return *(float*)0xB7CB50; // CTimer::game_FPS
}
float CGameSA::GetTimeStep()
{
return *(float*)0xB7CB5C; // CTimer::ms_fTimeStep
}
float CGameSA::GetOldTimeStep()
{
return *(float*)0xB7CB54; // CTimer::ms_fOldTimeStep
}
float CGameSA::GetTimeScale()
{
return *(float*)0xB7CB64; // CTimer::ms_fTimeScale
}
void CGameSA::SetTimeScale(float fTimeScale)
{
MemPutFast<float>(0xB7CB64, fTimeScale); // CTimer::ms_fTimeScale
}
unsigned char CGameSA::GetBlurLevel()
{
return *(unsigned char*)0x8D5104; // CPostEffects::m_SpeedFXAlpha
}
void CGameSA::SetBlurLevel(unsigned char ucLevel)
{
MemPutFast<unsigned char>(0x8D5104, ucLevel); // CPostEffects::m_SpeedFXAlpha
}
unsigned long CGameSA::GetMinuteDuration()
{
return *(unsigned long*)0xB7015C; // CClock::ms_nMillisecondsPerGameMinute
}
void CGameSA::SetMinuteDuration(unsigned long ulTime)
{
MemPutFast<unsigned long>(0xB7015C, ulTime); // CClock::ms_nMillisecondsPerGameMinute
}
bool CGameSA::IsCheatEnabled(const char* szCheatName)
{
std::map<std::string, SCheatSA*>::iterator it = m_Cheats.find(szCheatName);
if (it == m_Cheats.end())
return false;
return *(it->second->m_byAddress) != 0;
}
bool CGameSA::SetCheatEnabled(const char* szCheatName, bool bEnable)
{
std::map<std::string, SCheatSA*>::iterator it = m_Cheats.find(szCheatName);
if (it == m_Cheats.end())
return false;
if (!it->second->m_bCanBeSet)
return false;
MemPutFast<BYTE>(it->second->m_byAddress, bEnable);
it->second->m_bEnabled = bEnable;
return true;
}
void CGameSA::ResetCheats()
{
std::map<std::string, SCheatSA*>::iterator it;
for (it = m_Cheats.begin(); it != m_Cheats.end(); it++)
{
if (it->second->m_byAddress > (BYTE*)0x8A4000)
MemPutFast<BYTE>(it->second->m_byAddress, 0);
else
MemPut<BYTE>(it->second->m_byAddress, 0);
it->second->m_bEnabled = false;
}
}
bool CGameSA::IsRandomFoliageEnabled()
{
return *(unsigned char*)0x5DD01B == 0x74;
}
void CGameSA::SetRandomFoliageEnabled(bool bEnabled)
{
// 0xEB skip random foliage generation
MemPut<BYTE>(0x5DD01B, bEnabled ? 0x74 : 0xEB);
// 0x74 destroy random foliage loaded
MemPut<BYTE>(0x5DC536, bEnabled ? 0x75 : 0x74);
}
bool CGameSA::IsMoonEasterEggEnabled()
{
return *(unsigned char*)0x73ABCF == 0x75;
}
void CGameSA::SetMoonEasterEggEnabled(bool bEnable)
{
// replace JNZ with JMP (short)
MemPut<BYTE>(0x73ABCF, bEnable ? 0x75 : 0xEB);
}
bool CGameSA::IsExtraAirResistanceEnabled()
{
return *(unsigned char*)0x72DDD9 == 0x01;
}
void CGameSA::SetExtraAirResistanceEnabled(bool bEnable)
{
MemPut<BYTE>(0x72DDD9, bEnable ? 0x01 : 0x00);
}
void CGameSA::SetUnderWorldWarpEnabled(bool bEnable)
{
m_bUnderworldWarp = !bEnable;
}
bool CGameSA::IsUnderWorldWarpEnabled()
{
return !m_bUnderworldWarp;
}
bool CGameSA::GetJetpackWeaponEnabled(eWeaponType weaponType)
{
if (weaponType >= WEAPONTYPE_BRASSKNUCKLE && weaponType < WEAPONTYPE_LAST_WEAPONTYPE)
{
return m_JetpackWeapons[weaponType];
}
return false;
}
void CGameSA::SetJetpackWeaponEnabled(eWeaponType weaponType, bool bEnabled)
{
if (weaponType >= WEAPONTYPE_BRASSKNUCKLE && weaponType < WEAPONTYPE_LAST_WEAPONTYPE)
{
m_JetpackWeapons[weaponType] = bEnabled;
}
}
void CGameSA::SetVehicleSunGlareEnabled(bool bEnabled)
{
// State turning will be handled in hooks handler
CVehicleSA::SetVehiclesSunGlareEnabled(bEnabled);
}
bool CGameSA::IsVehicleSunGlareEnabled()
{
return CVehicleSA::GetVehiclesSunGlareEnabled();
}
void CGameSA::SetCoronaZTestEnabled(bool isEnabled)
{
if (m_isCoronaZTestEnabled == isEnabled)
return;
if (isEnabled)
{
// Enable ZTest (PC)
MemPut<BYTE>(0x6FB17C + 0, 0xFF);
MemPut<BYTE>(0x6FB17C + 1, 0x51);
MemPut<BYTE>(0x6FB17C + 2, 0x20);
}
else
{
// Disable ZTest (PS2)
MemSet((void*)0x6FB17C, 0x90, 3);
}
m_isCoronaZTestEnabled = isEnabled;
}
void CGameSA::SetWaterCreaturesEnabled(bool isEnabled)
{
if (isEnabled == m_areWaterCreaturesEnabled)
return;
const auto manager = reinterpret_cast<class WaterCreatureManager_c*>(0xC1DF30);
if (isEnabled)
{
unsigned char(__thiscall * Init)(WaterCreatureManager_c*) = reinterpret_cast<decltype(Init)>(0x6E3F90);
Init(manager);
}
else
{
void(__thiscall * Exit)(WaterCreatureManager_c*) = reinterpret_cast<decltype(Exit)>(0x6E3FD0);
Exit(manager);
}
m_areWaterCreaturesEnabled = isEnabled;
}
void CGameSA::SetTunnelWeatherBlendEnabled(bool isEnabled)
{
if (isEnabled == m_isTunnelWeatherBlendEnabled)
return;
// CWeather::UpdateInTunnelness
DWORD functionAddress = 0x72B630;
if (isEnabled)
{
// Restore original bytes: 83 EC 20
MemPut<BYTE>(functionAddress, 0x83); // Restore 83
MemPut<BYTE>(functionAddress + 1, 0xEC); // Restore EC
MemPut<BYTE>(functionAddress + 2, 0x20); // Restore 20
}
else
{
// Patch CWeather::UpdateInTunnelness (Found By AlexTMjugador)
MemPut<BYTE>(functionAddress, 0xC3); // Write C3 (RET)
MemPut<BYTE>(functionAddress + 1, 0x90); // Write 90 (NOP)
MemPut<BYTE>(functionAddress + 2, 0x90); // Write 90 (NOP)
}
m_isTunnelWeatherBlendEnabled = isEnabled;
}
void CGameSA::SetBurnFlippedCarsEnabled(bool isEnabled)
{
if (isEnabled == m_isBurnFlippedCarsEnabled)
return;
// CAutomobile::VehicleDamage
if (isEnabled)
{
BYTE originalCodes[6] = {0xD9, 0x9E, 0xC0, 0x04, 0x00, 0x00};
MemCpy((void*)0x6A776B, &originalCodes, 6);
}
else
{
BYTE newCodes[6] = {0xD8, 0xDD, 0x90, 0x90, 0x90, 0x90};
MemCpy((void*)0x6A776B, &newCodes, 6);
}
// CPlayerInfo::Process
if (isEnabled)
{
BYTE originalCodes[6] = {0xD9, 0x99, 0xC0, 0x04, 0x00, 0x00};
MemCpy((void*)0x570E7F, &originalCodes, 6);
}
else
{
BYTE newCodes[6] = {0xD8, 0xDD, 0x90, 0x90, 0x90, 0x90};
MemCpy((void*)0x570E7F, &newCodes, 6);
}
m_isBurnFlippedCarsEnabled = isEnabled;
}
void CGameSA::SetFireballDestructEnabled(bool isEnabled)
{
if (isEnabled == m_isFireballDestructEnabled)
return;
if (isEnabled)
{
BYTE originalCodes[7] = {0x81, 0x66, 0x1C, 0x7E, 0xFF, 0xFF, 0xFF};
MemCpy((void*)0x6CCE45, &originalCodes, 7); // CPlane::BlowUpCar
MemCpy((void*)0x6C6E01, &originalCodes, 7); // CHeli::BlowUpCar
}
else
{
MemSet((void*)0x6CCE45, 0x90, 7); // CPlane::BlowUpCar
MemSet((void*)0x6C6E01, 0x90, 7); // CHeli::BlowUpCar
}
m_isFireballDestructEnabled = isEnabled;
}
void CGameSA::SetExtendedWaterCannonsEnabled(bool isEnabled)
{
if (isEnabled == m_isExtendedWaterCannonsEnabled)
return;
// Allocate memory for new bigger array or use default aCannons array
void* aCannons = isEnabled ? malloc(MAX_WATER_CANNONS * SIZE_CWaterCannon) : (void*)ARRAY_aCannons;
int newLimit = isEnabled ? MAX_WATER_CANNONS : NUM_CWaterCannon_DefaultLimit; // default: 3
MemSetFast(aCannons, 0, newLimit * SIZE_CWaterCannon); // clear aCannons array
// Get current limit
int currentLimit = *(int*)NUM_WaterCannon_Limit;
// Get current aCannons array
void* currentACannons = *(void**)ARRAY_aCannons_CurrentPtr;
// Call CWaterCannon destructor
for (int i = 0; i < currentLimit; i++)
{
char* currentCannon = (char*)currentACannons + i * SIZE_CWaterCannon;
((void(__thiscall*)(int, void*, bool))FUNC_CAESoundManager_CancelSoundsOwnedByAudioEntity)(STRUCT_CAESoundManager, currentCannon + NUM_CWaterCannon_Audio_Offset, true); // CAESoundManager::CancelSoundsOwnedByAudioEntity to prevent random crashes from CAESound::UpdateParameters
((void(__thiscall*)(void*))FUNC_CWaterCannon_Destructor)(currentCannon); // CWaterCannon::~CWaterCannon
}
// Call CWaterCannon constructor & CWaterCannon::Init
for (int i = 0; i < newLimit; ++i)
{
char* currentCannon = (char*)aCannons + i * SIZE_CWaterCannon;
((void(__thiscall*)(void*))FUNC_CWaterCannon_Constructor)(currentCannon); // CWaterCannon::CWaterCannon
((void(__thiscall*)(void*))FUNC_CWaterCannon_Init)(currentCannon); // CWaterCannon::Init
}
// Patch references to array
MemPut((void*)0x728C83, aCannons); // CWaterCannons::Init
MemPut((void*)0x728CCB, aCannons); // CWaterCannons::UpdateOne
MemPut((void*)0x728CEB, aCannons); // CWaterCannons::UpdateOne
MemPut((void*)0x728D0D, aCannons); // CWaterCannons::UpdateOne
MemPut((void*)0x728D71, aCannons); // CWaterCannons::UpdateOne
MemPutFast((void*)0x729B33, aCannons); // CWaterCannons::Render
MemPut((void*)0x72A3C5, aCannons); // CWaterCannons::UpdateOne
MemPut((void*)0x855432, aCannons); // 0x855431
MemPut((void*)0x856BFD, aCannons); // 0x856BFC
// CWaterCannons::Init
MemPut<BYTE>(0x728C88, newLimit);
// CWaterCannons::Update
MemPut<BYTE>(0x72A3F2, newLimit);
// CWaterCanons::UpdateOne
MemPut<BYTE>(0x728CD4, newLimit);
MemPut<BYTE>(0x728CF6, newLimit);
MemPut<BYTE>(0x728CFF, newLimit);
MemPut<BYTE>(0x728D62, newLimit);
// CWaterCannons::Render
MemPutFast<BYTE>(0x729B38, newLimit);
// 0x85542A
MemPut<BYTE>(0x85542B, newLimit);
// 0x856BF5
MemPut<BYTE>(0x856BF6, newLimit);
// Free previous allocated memory
if (!isEnabled && currentACannons != nullptr)
free(currentACannons);
m_isExtendedWaterCannonsEnabled = isEnabled;
}
void CGameSA::SetRoadSignsTextEnabled(bool isEnabled)
{
if (isEnabled == m_isRoadSignsTextEnabled)
return;
// Skip JMP to CCustomRoadsignMgr::RenderRoadsignAtomic
MemPut<BYTE>(0x5342ED, isEnabled ? 0xEB : 0x74);
m_isRoadSignsTextEnabled = isEnabled;
}
void CGameSA::SetIgnoreFireStateEnabled(bool isEnabled)
{
if (isEnabled == m_isIgnoreFireStateEnabled)
return;
if (isEnabled)
{
MemSet((void*)0x6511B9, 0x90, 10); // CCarEnterExit::IsVehicleStealable
MemSet((void*)0x643A95, 0x90, 14); // CTaskComplexEnterCar::CreateFirstSubTask
MemSet((void*)0x6900B5, 0x90, 14); // CTaskComplexCopInCar::ControlSubTask
MemSet((void*)0x64F3DB, 0x90, 14); // CCarEnterExit::IsPlayerToQuitCarEnter
MemSet((void*)0x685A7F, 0x90, 14); // CTaskSimplePlayerOnFoot::ProcessPlayerWeapon
}
else
{
// Restore original bytes
MemCpy((void*)0x6511B9, "\x88\x86\x90\x04\x00\x00\x85\xC0\x75\x3E", 10);
MemCpy((void*)0x643A95, "\x8B\x88\x90\x04\x00\x00\x85\xC9\x0F\x85\x99\x01\x00\x00", 14);
MemCpy((void*)0x6900B5, "\x8B\x81\x90\x04\x00\x00\x85\xC0\x0F\x85\x1A\x01\x00\x00", 14);
MemCpy((void*)0x64F3DB, "\x8B\x85\x90\x04\x00\x00\x85\xC0\x0F\x85\x1B\x01\x00\x00", 14);
MemCpy((void*)0x685A7F, "\x8B\x86\x30\x07\x00\x00\x85\xC0\x0F\x85\x1D\x01\x00\x00", 14);
}
m_isIgnoreFireStateEnabled = isEnabled;
}
void CGameSA::SetVehicleBurnExplosionsEnabled(bool isEnabled)
{
if (isEnabled == m_isVehicleBurnExplosionsEnabled)
return;
if (isEnabled)
{
MemCpy((void*)0x6A74EA, "\xE8\x61\xF5\x08\x00", 5); // CAutomobile::ProcessCarOnFireAndExplode
MemCpy((void*)0x737929, "\xE8\x22\xF1\xFF\xFF", 5); // CExplosion::Update
}
else
{
MemSet((void*)0x6A74EA, 0x90, 5);
MemSet((void*)0x737929, 0x90, 5);
}
m_isVehicleBurnExplosionsEnabled = isEnabled;
}
bool CGameSA::PerformChecks()
{
std::map<std::string, SCheatSA*>::iterator it;
for (it = m_Cheats.begin(); it != m_Cheats.end(); it++)
{
if (*(it->second->m_byAddress) != BYTE(it->second->m_bEnabled))
return false;
}
return true;
}
bool CGameSA::VerifySADataFileNames()
{
return !strcmp(*(char**)0x5B65AE, "DATA\\CARMODS.DAT") && !strcmp(*(char**)0x5BD839, "DATA") && !strcmp(*(char**)0x5BD84C, "HANDLING.CFG") &&
!strcmp(*(char**)0x5BEEE8, "DATA\\melee.dat") && !strcmp(*(char**)0x4D563E, "ANIM\\PED.IFP") && !strcmp(*(char**)0x5B925B, "DATA\\OBJECT.DAT") &&
!strcmp(*(char**)0x55D0FC, "data\\surface.dat") && !strcmp(*(char**)0x55F2BB, "data\\surfaud.dat") &&
!strcmp(*(char**)0x55EB9E, "data\\surfinfo.dat") && !strcmp(*(char**)0x6EAEF8, "DATA\\water.dat") &&
!strcmp(*(char**)0x6EAEC3, "DATA\\water1.dat") && !strcmp(*(char**)0x5BE686, "DATA\\WEAPON.DAT");
}
void CGameSA::SetAsyncLoadingFromScript(bool bScriptEnabled, bool bScriptForced)
{
m_bAsyncScriptEnabled = bScriptEnabled;
m_bAsyncScriptForced = bScriptForced;
}
void CGameSA::SuspendASyncLoading(bool bSuspend, uint uiAutoUnsuspendDelay)
{
m_bASyncLoadingSuspended = bSuspend;
// Setup auto unsuspend time if required
if (uiAutoUnsuspendDelay && bSuspend)
m_llASyncLoadingAutoUnsuspendTime = CTickCount::Now() + CTickCount((long long)uiAutoUnsuspendDelay);
else
m_llASyncLoadingAutoUnsuspendTime = CTickCount();
}
bool CGameSA::IsASyncLoadingEnabled(bool bIgnoreSuspend)
{
// Process auto unsuspend time if set
if (m_llASyncLoadingAutoUnsuspendTime.ToLongLong() != 0)
{
if (CTickCount::Now() > m_llASyncLoadingAutoUnsuspendTime)
{
m_llASyncLoadingAutoUnsuspendTime = CTickCount();
m_bASyncLoadingSuspended = false;
}
}
if (m_bASyncLoadingSuspended && !bIgnoreSuspend)
return false;
if (m_bAsyncScriptForced)
return m_bAsyncScriptEnabled;
return true;
}
void CGameSA::SetupSpecialCharacters()
{
ModelInfo[1].MakePedModel("TRUTH");
ModelInfo[2].MakePedModel("MACCER");
ModelInfo[3].MakePedModel("CDEPUT");
ModelInfo[4].MakePedModel("SFPDM1");
ModelInfo[5].MakePedModel("BB");
ModelInfo[6].MakePedModel("WFYCRP");
ModelInfo[8].MakePedModel("WMYCD2");
ModelInfo[42].MakePedModel("SUZIE");
ModelInfo[65].MakePedModel("VWMYAP");
ModelInfo[86].MakePedModel("VHFYST");
ModelInfo[119].MakePedModel("LVPDM1");
ModelInfo[265].MakePedModel("TENPEN");
ModelInfo[266].MakePedModel("PULASKI");
ModelInfo[267].MakePedModel("HERN");
ModelInfo[268].MakePedModel("DWAYNE");
ModelInfo[269].MakePedModel("SMOKE");
ModelInfo[270].MakePedModel("SWEET");
ModelInfo[271].MakePedModel("RYDER");