re3/src/control/Pickups.h

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#pragma once
#include "Weapon.h"
enum ePickupType : uint8
{
PICKUP_NONE = 0,
PICKUP_IN_SHOP,
PICKUP_ON_STREET,
PICKUP_ONCE,
PICKUP_ONCE_TIMEOUT,
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PICKUP_ONCE_TIMEOUT_SLOW,
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PICKUP_COLLECTABLE1,
PICKUP_IN_SHOP_OUT_OF_STOCK,
PICKUP_MONEY,
PICKUP_MINE_INACTIVE,
PICKUP_MINE_ARMED,
PICKUP_NAUTICAL_MINE_INACTIVE,
PICKUP_NAUTICAL_MINE_ARMED,
PICKUP_FLOATINGPACKAGE,
PICKUP_FLOATINGPACKAGE_FLOATING,
PICKUP_ON_STREET_SLOW,
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PICKUP_ASSET_REVENUE,
PICKUP_PROPERTY_LOCKED,
PICKUP_PROPERTY_FORSALE,
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PICKUP_NUMOFTYPES
};
class CEntity;
class CObject;
class CVehicle;
class CPlayerPed;
class CPickup
{
public:
ePickupType m_eType;
bool m_bRemoved;
uint16 m_nQuantity;
CObject *m_pObject;
uint32 m_nTimer;
int16 m_eModelIndex;
uint16 m_nIndex;
CVector m_vecPos;
CObject *GiveUsAPickUpObject(int32 handle);
bool Update(CPlayerPed *player, CVehicle *vehicle, int playerId);
private:
bool IsMine() { return m_eType >= PICKUP_MINE_INACTIVE && m_eType <= PICKUP_FLOATINGPACKAGE_FLOATING; }
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inline bool CanBePickedUp(CPlayerPed *player, int playerId);
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void RemoveKeepType();
void Remove();
};
VALIDATE_SIZE(CPickup, 0x1C);
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struct tPickupMessage
{
CVector2D m_pos;
eWeaponType m_weaponType;
CVector2D m_dist;
CRGBA m_color;
uint8 m_bOutOfStock : 1;
uint8 m_quantity;
};
class CPickups
{
static int32 aPickUpsCollected[NUMCOLLECTEDPICKUPS];
static int16 CollectedPickUpIndex;
static int16 NumMessages;
static tPickupMessage aMessages[NUMPICKUPMESSAGES];
public:
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static int32 PlayerOnWeaponPickup;
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static void Init();
static void Update();
static void RenderPickUpText();
static void DoCollectableEffects(CEntity *ent);
static void DoMoneyEffects(CEntity *ent);
static void DoMineEffects(CEntity *ent);
static void DoPickUpEffects(CEntity *ent);
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static int32 GenerateNewOne(CVector pos, uint32 modelIndex, uint8 type, uint32 quantity, uint32 rate = 0, bool highPriority = false, wchar* pText = nil);
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static int32 GenerateNewOne_WeaponType(CVector pos, eWeaponType weaponType, uint8 type, uint32 quantity);
static void RemovePickUp(int32 pickupIndex);
static void RemoveAllFloatingPickups();
static void AddToCollectedPickupsArray(int32 index);
static bool IsPickUpPickedUp(int32 pickupId);
static int32 ModelForWeapon(eWeaponType weaponType);
static enum eWeaponType WeaponForModel(int32 model);
static int32 GetActualPickupIndex(int32 index);
static int32 GetNewUniquePickupIndex(int32 slot);
static void PassTime(uint32 time);
static bool GivePlayerGoodiesWithPickUpMI(int16 modelIndex, int playerIndex);
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static bool TestForPickupsInBubble(CVector pos, float range);
static bool TryToMerge_WeaponType(CVector pos, eWeaponType weapon, uint8 type, uint32 quantity, bool unused);
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static void CreateSomeMoney(CVector, int);
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static void Load(uint8 *buf, uint32 size);
static void Save(uint8 *buf, uint32 *size);
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static CPickup aPickUps[NUMPICKUPS];
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// unused
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static bool bPickUpcamActivated;
static CVehicle *pPlayerVehicle;
static CVector StaticCamCoors;
static uint32 StaticCamStartTime;
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};
extern uint16 AmmoForWeapon[20];
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extern uint16 AmmoForWeapon_OnStreet[WEAPONTYPE_TOTALWEAPONS];
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extern uint16 CostOfWeapon[20];
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enum ePacmanPickupType
{
PACMAN_NONE,
PACMAN_SCRAMBLE,
PACMAN_RACE,
};
class CPacManPickup
{
public:
CVector m_vecPosn;
CObject *m_pObject;
uint8 m_eType;
void Update();
};
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class CPacManPickups
{
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friend CPacManPickup;
static CPacManPickup aPMPickUps[NUMPACMANPICKUPS];
static CVector LastPickUpCoors;
static int PillsEatenInRace;
static bool bPMActive;
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public:
static void Init(void);
static void Update(void);
static void GeneratePMPickUps(CVector, float, int16, uint8);
static void GeneratePMPickUpsForRace(int32);
static void GenerateOnePMPickUp(CVector);
static void Render(void);
static void StartPacManRace(int32);
static void StartPacManRecord(void);
static uint32 QueryPowerPillsEatenInRace(void);
static void ResetPowerPillsEatenInRace(void);
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static void ClearPMPickUps(void);
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static void CleanUpPacManStuff(void);
static void StartPacManScramble(CVector, float, int16);
static uint32 QueryPowerPillsCarriedByPlayer(void);
static void ResetPowerPillsCarriedByPlayer(void);
};