CVehicle done

This commit is contained in:
aap 2021-08-04 13:55:01 +02:00
commit 621f941ff7
8 changed files with 235 additions and 113 deletions

View file

@ -60,7 +60,9 @@ enum eCarLock {
CARLOCK_LOCKED_PLAYER_INSIDE,
CARLOCK_LOCKED_INITIALLY,
CARLOCK_FORCE_SHUT_DOORS,
CARLOCK_SKIP_SHUT_DOORS
CARLOCK_7,
CARLOCK_8,
CARLOCK_LOCKED_BUT_CAN_BE_DAMAGED
};
enum eBombType
@ -189,7 +191,7 @@ public:
int8 m_nGettingInFlags;
int8 m_nGettingOutFlags;
uint8 m_nNumMaxPassengers;
float field_1D0[4];
CVector m_vehLCS_230;
CEntity *m_pCurGroundEntity;
CFire *m_pCarFire;
float m_fSteerAngle;
@ -225,6 +227,9 @@ public:
uint8 bCanBeDamaged : 1; // Set to FALSE during cut scenes to avoid explosions
uint8 bUsingSpecialColModel : 1;// Is player vehicle using special collision model, stored in player strucure
uint8 m_vehLCS_258 : 1;
int8 m_vehLCS_259;
uint8 bOccupantsHaveBeenGenerated : 1; // Is true if the occupants have already been generated. (Shouldn't happen again)
uint8 bGunSwitchedOff : 1; // Level designers can use this to switch off guns on boats
uint8 bVehicleColProcessed : 1;// Has ProcessEntityCollision been processed for this car?
@ -250,7 +255,8 @@ public:
uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default)
int8 m_nPacManPickupsCarried;
uint8 m_nRoadblockType;
bool m_bGarageTurnedLightsOff;
uint8 m_bGarageTurnedLightsOff;
int32 m_vehLCS_264;
float m_fHealth; // 1000.0f = full health. 250.0f = fire. 0 -> explode
float m_fEngineEnergy; // TODO(LCS): better name. it adds up acceleration force, so possibly kinetic energy??
uint8 m_nCurrentGear;
@ -267,19 +273,26 @@ public:
float m_fMapObjectHeightAhead; // front Z?
float m_fMapObjectHeightBehind; // rear Z?
eCarLock m_nDoorLock;
int8 m_nLastWeaponDamage; // see eWeaponType, -1 if no damage
CEntity *m_pLastDamageEntity;
int16 m_vehLCS_29C;
int8 m_vehLCS_29E;
int8 m_nLastWeaponDamage; // see eWeaponType, -1 if no damage
uint8 m_nRadioStation;
uint8 m_bRainAudioCounter;
uint8 m_bRainSamplesCounter;
int8 m_vehLCS_2A3;
int32 m_vehLCS_2A4; // haven't seen this used yet
uint32 m_nCarHornTimer;
uint8 m_nCarHornPattern;
bool m_bSirenOrAlarm;
uint8 m_bSirenOrAlarm;
uint8 m_nCarHornDelay;
int8 m_comedyControlState;
int32 m_vehLCS_2B0;
int32 m_vehLCS_2B4;
CStoredCollPoly m_aCollPolys[2]; // poly which is under front/rear part of car
float m_fSteerInput;
eVehicleType m_vehType;
bool m_vehLCS_348;
static void *operator new(size_t) throw();
static void *operator new(size_t sz, int slot) throw();
@ -334,6 +347,9 @@ public:
bool DoBladeCollision(CVector pos, CMatrix &matrix, int16 rotorType, float radius, float damageMult);
bool BladeColSectorList(CPtrList &list, CColModel &rotorColModel, CMatrix &matrix, int16 rotorType, float damageMult);
// TODO(LCS)?
// CVehicle::ApplyCollisionMultiplayer
void ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint,
int32 wheelsOnGround, float thrust, float brake, float adhesion, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, uint16 wheelStatus);
void ProcessBikeWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint,
@ -369,10 +385,13 @@ public:
bool IsPassenger(CPed *ped);
bool IsPassenger(int32 model);
void UpdatePassengerList(void);
bool AreThereAnyPassengers(void);
void ProcessCarAlarm(void);
bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius);
bool ShufflePassengersToMakeSpace(void);
void MakeNonDraggedPedsLeaveVehicle(CPed *ped1, CPed *ped2, CPlayerPed *&player, CCopPed *&cop);
bool PedsShouldScreamOnDisembarking(void);
void OccupantsReactToDamage(CEntity *damagedBy);
void InflictDamage(CEntity *damagedBy, eWeaponType weaponType, float damage, CVector pos = CVector(0.0f, 0.0f, 0.0f));
void DoFixedMachineGuns(void);
void FireFixedMachineGuns(void);
@ -409,6 +428,12 @@ public:
#ifndef MASTER
static bool m_bDisplayHandlingInfo;
#endif
static float rcHeliHeightLimit;
// unused from SA:
static float WHEELSPIN_FALL_RATE;
static float WHEELSPIN_RISE_RATE;
static float WHEELSPIN_INAIR_TARGET_RATE;
static float WHEELSPIN_TARGET_RATE;
};
void DestroyVehicleAndDriverAndPassengers(CVehicle* pVehicle);