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104 lines
2.4 KiB
C++
104 lines
2.4 KiB
C++
#pragma once
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class CAutomobile;
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class CVehicle;
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class CControllerState;
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class CCarStateEachFrame
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{
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public:
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int16 velX;
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int16 velY;
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int16 velZ;
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int8 rightX;
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int8 rightY;
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int8 rightZ;
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int8 forwardX;
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int8 forwardY;
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int8 forwardZ;
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int8 wheel;
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int8 gas;
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int8 brake;
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bool handbrake;
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CVector pos;
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};
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extern char gString[256];
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class CRecordDataForChase
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{
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enum {
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NUM_CHASE_CARS = 20
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};
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enum {
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STATE_NONE = 0,
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STATE_RECORD = 1,
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STATE_PLAYBACK_INIT = 2,
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STATE_PLAYBACK = 3,
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STATE_PLAYBACK_BEFORE_RECORDING = 4
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};
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static uint8 Status;
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static int PositionChanges;
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static uint8 CurrentCar;
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static CAutomobile*pChaseCars[NUM_CHASE_CARS];
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static float AnimTime;
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static uint32 AnimStartTime;
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static CCarStateEachFrame* pBaseMemForCar[NUM_CHASE_CARS];
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static float TimeMultiplier;
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static int FId2;
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public:
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static bool IsRecording(void) { return Status == STATE_RECORD; }
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static void Init(void);
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static void SaveOrRetrieveDataForThisFrame(void);
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static void SaveOrRetrieveCarPositions(void);
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static void StoreInfoForCar(CAutomobile*, CCarStateEachFrame*);
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static void RestoreInfoForMatrix(CMatrix&, CCarStateEachFrame*);
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static void RestoreInfoForCar(CAutomobile*, CCarStateEachFrame*, bool);
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static void ProcessControlCars(void);
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static bool ShouldThisPadBeLeftAlone(uint8 pad);
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static void GiveUsACar(int32, CVector, float, CAutomobile**, uint8, uint8);
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static void StartChaseScene(float);
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static void CleanUpChaseScene(void);
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static void SetUpCarsForChaseScene(void);
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static void CleanUpCarsForChaseScene(void);
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static void RemoveCarFromChase(int32);
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static CVehicle* TurnChaseCarIntoScriptCar(int32);
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};
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struct tGameBuffer
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{
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float m_fTimeStep;
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uint32 m_nTimeInMilliseconds;
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uint8 m_nSizeOfPads[2];
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uint16 m_nChecksum;
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uint8 m_ControllerBuffer[116];
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};
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class CRecordDataForGame
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{
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enum {
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STATE_NONE = 0,
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STATE_RECORD = 1,
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STATE_PLAYBACK = 2,
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};
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static uint16 RecordingState;
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static uint8* pDataBuffer;
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static uint8* pDataBufferPointer;
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static int FId;
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static tGameBuffer pDataBufferForFrame;
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public:
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static bool IsRecording() { return RecordingState == STATE_RECORD; }
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static bool IsPlayingBack() { return RecordingState == STATE_PLAYBACK; }
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static void SaveOrRetrieveDataForThisFrame(void);
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static void Init(void);
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private:
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static uint16 CalcGameChecksum(void);
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static uint8* PackCurrentPadValues(uint8*, CControllerState*, CControllerState*);
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static uint8* UnPackCurrentPadValues(uint8*, uint8, CControllerState*);
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};
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