mirror of
https://github.com/GTAmodding/re3.git
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307 lines
9.7 KiB
C++
307 lines
9.7 KiB
C++
#pragma once
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#include "Physical.h"
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#include "AutoPilot.h"
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#include "ModelIndices.h"
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#include "AnimManager.h"
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#include "Weapon.h"
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class CPed;
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class CFire;
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struct tHandlingData;
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enum {
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RANDOM_VEHICLE = 1,
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MISSION_VEHICLE = 2,
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PARKED_VEHICLE = 3,
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PERMANENT_VEHICLE = 4,
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};
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enum eCarLock {
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CARLOCK_NOT_USED,
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CARLOCK_UNLOCKED,
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CARLOCK_LOCKED,
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CARLOCK_LOCKOUT_PLAYER_ONLY,
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CARLOCK_LOCKED_PLAYER_INSIDE,
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CARLOCK_LOCKED_INITIALLY,
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CARLOCK_FORCE_SHUT_DOORS,
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CARLOCK_SKIP_SHUT_DOORS
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};
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enum
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{
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BOAT_POS_FRONTSEAT
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};
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enum eDoors
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{
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DOOR_BONNET = 0,
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DOOR_BOOT,
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DOOR_FRONT_LEFT,
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DOOR_FRONT_RIGHT,
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DOOR_REAR_LEFT,
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DOOR_REAR_RIGHT
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};
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enum ePanels
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{
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VEHPANEL_FRONT_LEFT,
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VEHPANEL_FRONT_RIGHT,
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VEHPANEL_REAR_LEFT,
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VEHPANEL_REAR_RIGHT,
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VEHPANEL_WINDSCREEN,
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VEHBUMPER_FRONT,
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VEHBUMPER_REAR,
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};
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enum eLights
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{
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VEHLIGHT_FRONT_LEFT,
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VEHLIGHT_FRONT_RIGHT,
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VEHLIGHT_REAR_LEFT,
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VEHLIGHT_REAR_RIGHT,
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};
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enum eWheels
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{
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VEHWHEEL_FRONT_LEFT,
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VEHWHEEL_FRONT_RIGHT,
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VEHWHEEL_REAR_LEFT,
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VEHWHEEL_REAR_RIGHT,
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};
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enum
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{
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CAR_PIECE_BONNET = 1,
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CAR_PIECE_BOOT,
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CAR_PIECE_BUMP_FRONT,
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CAR_PIECE_BUMP_REAR,
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CAR_PIECE_DOOR_LF,
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CAR_PIECE_DOOR_RF,
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CAR_PIECE_DOOR_LR,
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CAR_PIECE_DOOR_RR,
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CAR_PIECE_WING_LF,
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CAR_PIECE_WING_RF,
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CAR_PIECE_WING_LR,
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CAR_PIECE_WING_RR,
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CAR_PIECE_WHEEL_LF,
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CAR_PIECE_WHEEL_LR,
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CAR_PIECE_WHEEL_RF,
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CAR_PIECE_WHEEL_RR,
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CAR_PIECE_WINDSCREEN,
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};
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enum tWheelState
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{
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WHEEL_STATE_NORMAL, // standing still or rolling normally
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WHEEL_STATE_SPINNING, // rotating but not moving
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WHEEL_STATE_SKIDDING,
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WHEEL_STATE_FIXED, // not rotating
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};
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enum eFlightModel
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{
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FLIGHT_MODEL_DODO,
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// not used in III
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FLIGHT_MODEL_RCPLANE,
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FLIGHT_MODEL_HELI,
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FLIGHT_MODEL_SEAPLANE
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};
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enum eVehicleAppearance
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{
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VEHICLE_NONE,
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VEHICLE_CAR,
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VEHICLE_BIKE,
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VEHICLE_HELI,
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VEHICLE_BOAT,
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VEHICLE_PLANE,
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};
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// Or Weapon.h?
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void FireOneInstantHitRound(CVector *shotSource, CVector *shotTarget, int32 damage);
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class CVehicle : public CPhysical
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{
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public:
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// 0x128
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tHandlingData *pHandling;
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CAutoPilot AutoPilot;
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uint8 m_currentColour1;
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uint8 m_currentColour2;
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uint8 m_aExtras[2];
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int16 m_nAlarmState;
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int16 m_nMissionValue;
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CPed *pDriver;
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CPed *pPassengers[8];
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uint8 m_nNumPassengers;
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int8 m_nNumGettingIn;
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int8 m_nGettingInFlags;
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int8 m_nGettingOutFlags;
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uint8 m_nNumMaxPassengers;
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float field_1D0[4];
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CEntity *m_pCurGroundEntity;
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CFire *m_pCarFire;
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float m_fSteerAngle;
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float m_fGasPedal;
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float m_fBrakePedal;
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uint8 VehicleCreatedBy;
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// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CVehicle.h from R*
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uint8 bIsLawEnforcer: 1; // Is this guy chasing the player at the moment
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uint8 bIsAmbulanceOnDuty: 1; // Ambulance trying to get to an accident
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uint8 bIsFireTruckOnDuty: 1; // Firetruck trying to get to a fire
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uint8 bIsLocked: 1; // Is this guy locked by the script (cannot be removed)
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uint8 bEngineOn: 1; // For sound purposes. Parked cars have their engines switched off (so do destroyed cars)
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uint8 bIsHandbrakeOn: 1; // How's the handbrake doing ?
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uint8 bLightsOn: 1; // Are the lights switched on ?
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uint8 bFreebies: 1; // Any freebies left in this vehicle ?
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uint8 bIsVan: 1; // Is this vehicle a van (doors at back of vehicle)
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uint8 bIsBus: 1; // Is this vehicle a bus
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uint8 bIsBig: 1; // Is this vehicle a bus
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uint8 bLowVehicle: 1; // Need this for sporty type cars to use low getting-in/out anims
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uint8 bComedyControls : 1; // Will make the car hard to control (hopefully in a funny way)
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uint8 bWarnedPeds : 1; // Has scan and warn peds of danger been processed?
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uint8 bCraneMessageDone : 1; // A crane message has been printed for this car allready
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uint8 bExtendedRange : 1; // This vehicle needs to be a bit further away to get deleted
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uint8 bTakeLessDamage : 1; // This vehicle is stronger (takes about 1/4 of damage)
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uint8 bIsDamaged : 1; // This vehicle has been damaged and is displaying all its components
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uint8 bHasBeenOwnedByPlayer : 1;// To work out whether stealing it is a crime
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uint8 bFadeOut : 1; // Fade vehicle out
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uint8 bIsBeingCarJacked : 1; // Fade vehicle out
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uint8 bCreateRoadBlockPeds : 1; // If this vehicle gets close enough we will create peds (coppers or gang members) round it
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uint8 bCanBeDamaged : 1; // Set to FALSE during cut scenes to avoid explosions
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uint8 bUsingSpecialColModel : 1;// Is player vehicle using special collision model, stored in player strucure
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uint8 bOccupantsHaveBeenGenerated : 1; // Is true if the occupants have already been generated. (Shouldn't happen again)
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uint8 bGunSwitchedOff : 1; // Level designers can use this to switch off guns on boats
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uint8 bVehicleColProcessed : 1;// Has ProcessEntityCollision been processed for this car?
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uint8 bIsCarParkVehicle : 1; // Car has been created using the special CAR_PARK script command
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uint8 bHasAlreadyBeenRecorded : 1; // Used for replays
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uint8 bParking : 1;
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int8 m_numPedsUseItAsCover;
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uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default)
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int8 m_nPacManPickupsCarried;
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uint8 m_nRoadblockType;
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int16 m_nRoadblockNode;
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float m_fHealth; // 1000.0f = full health. 250.0f = fire. 0 -> explode
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uint8 m_nCurrentGear;
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float m_fChangeGearTime;
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uint32 m_nGunFiringTime; // last time when gun on vehicle was fired (used on boats)
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uint32 m_nTimeOfDeath;
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uint16 m_nTimeBlocked;
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int16 m_nBombTimer; // goes down with each frame
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CEntity *m_pBlowUpEntity;
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float m_fMapObjectHeightAhead; // front Z?
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float m_fMapObjectHeightBehind; // rear Z?
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eCarLock m_nDoorLock;
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int8 m_nLastWeaponDamage; // see eWeaponType, -1 if no damage
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int8 m_nRadioStation;
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uint8 m_bRainAudioCounter;
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uint8 m_bRainSamplesCounter;
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uint8 m_nCarHornTimer;
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uint8 m_nCarHornPattern; // last horn?
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bool m_bSirenOrAlarm;
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int8 m_comedyControlState;
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CStoredCollPoly m_aCollPolys[2]; // poly which is under front/rear part of car
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float m_fSteerRatio;
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eVehicleType m_vehType;
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static void *operator new(size_t);
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static void *operator new(size_t sz, int slot);
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static void operator delete(void*, size_t);
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static void operator delete(void*, int);
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CVehicle(void) {} // FAKE
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CVehicle(uint8 CreatedBy);
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~CVehicle(void);
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// from CEntity
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void SetModelIndex(uint32 id);
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bool SetupLighting(void);
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void RemoveLighting(bool);
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void FlagToDestroyWhenNextProcessed(void) {}
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virtual void ProcessControlInputs(uint8) {}
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virtual void GetComponentWorldPosition(int32 component, CVector &pos) {}
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virtual bool IsComponentPresent(int32 component) { return false; }
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virtual void SetComponentRotation(int32 component, CVector rotation) {}
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virtual void OpenDoor(int32, eDoors door, float) {}
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virtual void ProcessOpenDoor(uint32, uint32, float) {}
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virtual bool IsDoorReady(eDoors door) { return false; }
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virtual bool IsDoorFullyOpen(eDoors door) { return false; }
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virtual bool IsDoorClosed(eDoors door) { return false; }
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virtual bool IsDoorMissing(eDoors door) { return false; }
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virtual void RemoveRefsToVehicle(CEntity *ent) {}
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virtual void BlowUpCar(CEntity *ent) {}
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virtual bool SetUpWheelColModel(CColModel *colModel) { return false; }
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virtual void BurstTyre(uint8 tyre) {}
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virtual bool IsRoomForPedToLeaveCar(uint32 component, CVector *forcedDoorPos) { return false;}
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virtual float GetHeightAboveRoad(void);
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virtual void PlayCarHorn(void) {}
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#ifdef COMPATIBLE_SAVES
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virtual void Save(uint8*& buf);
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virtual void Load(uint8*& buf);
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#endif
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eVehicleAppearance GetVehicleAppearance(void);
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bool IsCar(void) { return m_vehType == VEHICLE_TYPE_CAR; }
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bool IsBoat(void) { return m_vehType == VEHICLE_TYPE_BOAT; }
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bool IsTrain(void) { return m_vehType == VEHICLE_TYPE_TRAIN; }
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bool IsHeli(void) { return m_vehType == VEHICLE_TYPE_HELI; }
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bool IsPlane(void) { return m_vehType == VEHICLE_TYPE_PLANE; }
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bool IsBike(void) { return m_vehType == VEHICLE_TYPE_BIKE; }
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void FlyingControl(eFlightModel flightModel);
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void ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint,
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int32 wheelsOnGround, float thrust, float brake, float adhesion, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, uint16 wheelStatus);
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void ExtinguishCarFire(void);
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void ProcessDelayedExplosion(void);
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float ProcessWheelRotation(tWheelState state, const CVector &fwd, const CVector &speed, float radius);
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bool IsLawEnforcementVehicle(void);
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void ChangeLawEnforcerState(uint8 enable);
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bool UsesSiren(uint32 id);
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bool IsVehicleNormal(void);
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bool CarHasRoof(void);
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bool IsUpsideDown(void);
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bool IsOnItsSide(void);
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bool CanBeDeleted(void);
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bool CanPedOpenLocks(CPed *ped);
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bool CanPedEnterCar(void);
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bool CanPedExitCar(void);
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// do these two actually return something?
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CPed *SetUpDriver(void);
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CPed *SetupPassenger(int n);
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void SetDriver(CPed *driver);
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bool AddPassenger(CPed *passenger);
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bool AddPassenger(CPed *passenger, uint8 n);
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void RemovePassenger(CPed *passenger);
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void RemoveDriver(void);
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void ProcessCarAlarm(void);
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bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius);
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bool ShufflePassengersToMakeSpace(void);
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void InflictDamage(CEntity *damagedBy, eWeaponType weaponType, float damage);
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void DoFixedMachineGuns(void);
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bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1; }
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CVehicleModelInfo* GetModelInfo() { return (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); }
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bool IsTaxi(void) { return GetModelIndex() == MI_TAXI || GetModelIndex() == MI_CABBIE || GetModelIndex() == MI_BORGNINE; }
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AnimationId GetDriverAnim(void) { return IsCar() && bLowVehicle ? ANIM_CAR_LSIT : (IsBoat() && GetModelIndex() != MI_SPEEDER ? ANIM_DRIVE_BOAT : ANIM_CAR_SIT); }
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static bool bWheelsOnlyCheat;
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static bool bAllDodosCheat;
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static bool bCheat3;
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static bool bCheat4;
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static bool bCheat5;
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#ifdef ALT_DODO_CHEAT
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static bool bAltDodoCheat;
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#endif
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static bool m_bDisableMouseSteering;
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};
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void DestroyVehicleAndDriverAndPassengers(CVehicle* pVehicle);
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