re3/src/control/Phones.h

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C
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#pragma once
#include "Physical.h"
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class CPed;
class CAnimBlendAssociation;
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enum PhoneState {
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PHONE_STATE_FREE,
PHONE_STATE_REPORTING_CRIME, // CCivilianPed::ProcessControl sets it but unused
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PHONE_STATE_2,
PHONE_STATE_MESSAGE_REMOVED,
PHONE_STATE_ONETIME_MESSAGE_SET,
PHONE_STATE_REPEATED_MESSAGE_SET,
PHONE_STATE_REPEATED_MESSAGE_SHOWN_ONCE,
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PHONE_STATE_ONETIME_MESSAGE_STARTED,
PHONE_STATE_REPEATED_MESSAGE_STARTED,
PHONE_STATE_9 // just rings, picking being handled via script. most of the time game uses this
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};
class CPhone
{
public:
CVector m_vecPos;
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wchar *m_apMessages[6];
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uint32 m_repeatedMessagePickupStart;
CEntity *m_pEntity; // stored as building pool index in save files
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PhoneState m_nState;
bool m_visibleToCam;
CPhone() { }
~CPhone() { }
};
VALIDATE_SIZE(CPhone, 0x34);
class CPhoneInfo {
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public:
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static bool bDisplayingPhoneMessage;
static uint32 PhoneEnableControlsTimer;
static CPhone *pPhoneDisplayingMessages;
static bool bPickingUpPhone;
static CPed *pCallBackPed;
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int32 m_nMax;
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int32 m_nScriptPhonesMax;
CPhone m_aPhones[NUMPHONES];
CPhoneInfo() { }
~CPhoneInfo() { }
int FindNearestFreePhone(CVector*);
bool PhoneAtThisPosition(CVector);
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bool HasMessageBeenDisplayed(int);
bool IsMessageBeingDisplayed(int);
void Load(uint8 *buf, uint32 size);
void Save(uint8 *buf, uint32 *size);
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void SetPhoneMessage_JustOnce(int phoneId, wchar *msg1, wchar *msg2, wchar *msg3, wchar *msg4, wchar *msg5, wchar *msg6);
void SetPhoneMessage_Repeatedly(int phoneId, wchar *msg1, wchar *msg2, wchar *msg3, wchar *msg4, wchar *msg5, wchar *msg6);
int GrabPhone(float, float);
void Initialise(void);
void Shutdown(void);
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void Update(void);
};
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extern CPhoneInfo gPhoneInfo;
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void PhonePutDownCB(CAnimBlendAssociation *assoc, void *arg);
void PhonePickUpCB(CAnimBlendAssociation *assoc, void *arg);