re3/src/entities/Vehicle.h
eray orçunus 769c2812ff Merge branch 'master' of git://github.com/GTAmodding/re3 into erorcun
Conflicts:
	src/entities/Ped.h
	src/entities/Vehicle.h
2019-07-06 01:52:14 +03:00

282 lines
7.2 KiB
C++

#pragma once
#include "Physical.h"
#include "AutoPilot.h"
class CPed;
class CFire;
struct tHandlingData;
enum {
RANDOM_VEHICLE = 1,
MISSION_VEHICLE = 2,
PARKED_VEHICLE = 3,
PERMANENT_VEHICLE = 4,
};
enum {
GETTING_IN_OUT_FL = 1,
GETTING_IN_OUT_RL = 2,
GETTING_IN_OUT_FR = 4,
GETTING_IN_OUT_RR = 8
};
enum eCarLock {
CARLOCK_NOT_USED,
CARLOCK_UNLOCKED,
CARLOCK_LOCKED,
CARLOCK_LOCKOUT_PLAYER_ONLY,
CARLOCK_LOCKED_PLAYER_INSIDE,
CARLOCK_COP_CAR,
CARLOCK_FORCE_SHUT_DOORS,
CARLOCK_SKIP_SHUT_DOORS
};
// TODO: where is this used? Is Vehicle.h the right file?
enum eVehicleModel
{
LANDSTAL,
IDAHO,
STINGER,
LINERUN,
PEREN,
SENTINEL,
PATRIOT,
FIRETRUK,
TRASH,
STRETCH,
MANANA,
INFERNUS,
BLISTA,
PONY,
MULE,
CHEETAH,
AMBULAN,
FBICAR,
MOONBEAM,
ESPERANT,
TAXI,
KURUMA,
BOBCAT,
MRWHOOP,
BFINJECT,
CORPSE,
POLICE,
ENFORCER,
SECURICA,
BANSHEE,
PREDATOR,
BUS,
RHINO,
BARRACKS,
TRAIN,
CHOPPER,
DODO,
COACH,
CABBIE,
STALLION,
RUMPO,
RCBANDIT,
BELLYUP,
MRWONGS,
MAFIA,
YARDIE,
YAKUZA,
DIABLOS,
COLUMB,
HOODS,
AIRTRAIN,
DEADDODO,
SPEEDER,
REEFER,
PANLANT,
FLATBED,
YANKEE,
ESCAPE,
BORGNINE,
TOYZ,
GHOST,
CAR151,
CAR152,
CAR153,
CAR154,
CAR155,
CAR156,
CAR157,
CAR158,
CAR159,
};
enum eDoors {
};
class CVehicle : public CPhysical
{
public:
// 0x128
tHandlingData *m_handling;
CAutoPilot m_autoPilot;
uint8 m_currentColour1;
uint8 m_currentColour2;
uint8 m_aExtras[2];
int16 m_nAlarmState; // m_nWantedStarsOnEnter on DK22
int16 m_nMissionValue;
CPed *pDriver;
CPed *pPassengers[8];
uint8 m_nNumPassengers;
int8 m_nNumGettingIn;
int8 m_nGettingInFlags;
int8 m_nGettingOutFlags;
uint8 m_nNumMaxPassengers;
char field_1CD[19];
CEntity *m_pCurSurface;
CFire *m_pCarFire;
float m_fSteerAngle;
float m_fGasPedal;
float m_fBreakPedal;
uint8 VehicleCreatedBy;
// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CVehicle.h from R*
uint8 bIsLawEnforcer: 1; // Is this guy chasing the player at the moment
uint8 bIsAmbulanceOnDuty: 1; // Ambulance trying to get to an accident
uint8 bIsFireTruckOnDuty: 1; // Firetruck trying to get to a fire
uint8 bIsLocked: 1; // Is this guy locked by the script (cannot be removed)
uint8 bEngineOn: 1; // For sound purposes. Parked cars have their engines switched off (so do destroyed cars)
uint8 bIsHandbrakeOn: 1; // How's the handbrake doing ?
uint8 bLightsOn: 1; // Are the lights switched on ?
uint8 bFreebies: 1; // Any freebies left in this vehicle ?
uint8 bIsVan: 1; // Is this vehicle a van (doors at back of vehicle)
uint8 bIsBus: 1; // Is this vehicle a bus
uint8 bIsBig: 1; // Is this vehicle a bus
uint8 bLowVehicle: 1; // Need this for sporty type cars to use low getting-in/out anims
uint8 m_veh_flagB10 : 1;
uint8 m_veh_flagB20 : 1;
uint8 m_veh_flagB40 : 1;
uint8 m_veh_flagB80 : 1;
uint8 m_veh_flagC1 : 1;
uint8 m_veh_flagC2 : 1;
uint8 m_veh_flagC4 : 1;
uint8 m_veh_flagC8 : 1;
uint8 m_veh_flagC10 : 1;
uint8 m_veh_flagC20 : 1;
uint8 m_veh_flagC40 : 1;
uint8 m_veh_flagC80 : 1;
uint8 m_veh_flagD1 : 1;
uint8 m_veh_flagD2 : 1;
uint8 m_veh_flagD4 : 1;
uint8 m_veh_flagD8 : 1;
uint8 bRecordedForReplay : 1;
uint8 m_veh_flagD20 : 1;
uint8 m_veh_flagD40 : 1;
uint8 m_veh_flagD80 : 1;
int8 field_1F9;
uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default)
int8 field_1FB;
int8 field_1FC[4];
float m_fHealth; // 1000.0f = full health. 0 -> explode
uint8 m_nCurrentGear;
int8 field_205[3];
int field_208;
uint32 m_nGunFiringTime; // last time when gun on vehicle was fired (used on boats)
uint32 m_nTimeOfDeath;
int16 field_214;
int16 m_nBombTimer; // goes down with each frame
CPed *m_pWhoDetonatedMe;
float field_21C;
float field_220;
eCarLock m_nDoorLock;
int8 m_nLastWeaponDamage; // see eWeaponType, -1 if no damage
int8 m_nRadioStation;
int8 field_22A;
int8 field_22B;
uint8 m_nCarHornTimer;
int8 field_22D;
uint8 m_nSirenOrAlarm;
int8 field_22F;
// TODO: this is an array
CStoredCollPoly m_frontCollPoly; // poly which is under front part of car
CStoredCollPoly m_rearCollPoly; // poly which is under rear part of car
float m_fSteerRatio;
eVehicleType m_vehType;
static void *operator new(size_t);
static void *operator new(size_t sz, int slot);
static void operator delete(void*, size_t);
static void operator delete(void*, int);
~CVehicle(void);
// from CEntity
void SetModelIndex(uint32 i);
bool SetupLighting(void);
void RemoveLighting(bool);
void FlagToDestroyWhenNextProcessed(void) {}
virtual void ProcessControlInputs(uint8) {}
virtual void GetComponentWorldPosition(int32 component, CVector &pos) {}
virtual bool IsComponentPresent(int32 component) { return false; }
virtual void SetComponentRotation(int32 component, CVector rotation) {}
virtual void OpenDoor(int32, eDoors door, float) {}
virtual void ProcessOpenDoor(uint32, uint32, float) {}
virtual bool IsDoorReady(eDoors door) { return false; }
virtual bool IsDoorFullyOpen(eDoors door) { return false; }
virtual bool IsDoorClosed(eDoors door) { return false; }
virtual bool IsDoorMissing(eDoors door) { return false; }
virtual void RemoveRefsToVehicle(CEntity *ent) {}
virtual void BlowUpCar(CEntity *ent) {}
virtual bool SetUpWheelColModel(CColModel *colModel) { return false; }
virtual void BurstTyre(uint8 tyre) {}
virtual bool IsRoomForPedToLeaveCar(uint32, CVector *) { return false;}
virtual float GetHeightAboveRoad(void);
virtual void PlayCarHorn(void) {}
bool IsCar(void) { return m_vehType == VEHICLE_TYPE_CAR; }
bool IsBoat(void) { return m_vehType == VEHICLE_TYPE_BOAT; }
bool IsTrain(void) { return m_vehType == VEHICLE_TYPE_TRAIN; }
bool IsHeli(void) { return m_vehType == VEHICLE_TYPE_HELI; }
bool IsPlane(void) { return m_vehType == VEHICLE_TYPE_PLANE; }
bool IsLawEnforcementVehicle(void);
void ChangeLawEnforcerState(uint8 enable);
bool UsesSiren(uint32 id);
bool IsVehicleNormal(void);
bool CarHasRoof(void);
bool IsUpsideDown(void);
bool IsOnItsSide(void);
bool CanBeDeleted(void);
bool CanPedOpenLocks(CPed *ped);
bool CanPedEnterCar(void);
bool CanPedExitCar(void);
// do these two actually return something?
CPed *SetUpDriver(void);
CPed *SetupPassenger(int n);
void SetDriver(CPed *driver);
bool AddPassenger(CPed *passenger);
bool AddPassenger(CPed *passenger, uint8 n);
void RemovePassenger(CPed *passenger);
void RemoveDriver(void);
void ProcessCarAlarm(void);
bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius);
static bool &bWheelsOnlyCheat;
static bool &bAllDodosCheat;
static bool &bCheat3;
static bool &bCheat4;
static bool &bCheat5;
static bool &m_bDisableMouseSteering;
void dtor(void) { CVehicle::~CVehicle(); }
void SetModelIndex_(uint32 id) { CVehicle::SetModelIndex(id); }
bool SetupLighting_(void) { return CVehicle::SetupLighting(); }
void RemoveLighting_(bool reset) { CVehicle::RemoveLighting(reset); }
float GetHeightAboveRoad_(void) { return CVehicle::GetHeightAboveRoad(); }
};
static_assert(sizeof(CVehicle) == 0x288, "CVehicle: error");
static_assert(offsetof(CVehicle, m_pCurSurface) == 0x1E0, "CVehicle: error");
static_assert(offsetof(CVehicle, m_nAlarmState) == 0x1A0, "CVehicle: error");
static_assert(offsetof(CVehicle, m_nLastWeaponDamage) == 0x228, "CVehicle: error");