diff options
Diffstat (limited to 'src/vehicles/Vehicle.h')
-rw-r--r-- | src/vehicles/Vehicle.h | 206 |
1 files changed, 185 insertions, 21 deletions
diff --git a/src/vehicles/Vehicle.h b/src/vehicles/Vehicle.h index 48546e68..34106327 100644 --- a/src/vehicles/Vehicle.h +++ b/src/vehicles/Vehicle.h @@ -5,8 +5,11 @@ #include "ModelIndices.h" #include "AnimManager.h" #include "Weapon.h" +#include "HandlingMgr.h" class CPed; +class CPlayerPed; +class CCopPed; class CFire; struct tHandlingData; @@ -17,6 +20,38 @@ enum { PERMANENT_VEHICLE = 4, }; +enum eCarNodes +{ + CAR_WHEEL_RF = 1, + CAR_WHEEL_RM, + CAR_WHEEL_RB, + CAR_WHEEL_LF, + CAR_WHEEL_LM, + CAR_WHEEL_LB, + CAR_BUMP_FRONT, + CAR_BUMP_REAR, + CAR_WING_RF, + CAR_WING_RR, + CAR_DOOR_RF, + CAR_DOOR_RR, + CAR_WING_LF, + CAR_WING_LR, + CAR_DOOR_LF, + CAR_DOOR_LR, + CAR_BONNET, + CAR_BOOT, + CAR_WINDSCREEN, + NUM_CAR_NODES, +}; + +enum { + CAR_DOOR_FLAG_UNKNOWN = 0x0, + CAR_DOOR_FLAG_LF = 0x1, + CAR_DOOR_FLAG_LR = 0x2, + CAR_DOOR_FLAG_RF = 0x4, + CAR_DOOR_FLAG_RR = 0x8 +}; + enum eCarLock { CARLOCK_NOT_USED, CARLOCK_UNLOCKED, @@ -28,6 +63,16 @@ enum eCarLock { CARLOCK_SKIP_SHUT_DOORS }; +enum eBombType +{ + CARBOMB_NONE, + CARBOMB_TIMED, + CARBOMB_ONIGNITION, + CARBOMB_REMOTE, + CARBOMB_TIMEDACTIVE, + CARBOMB_ONIGNITIONACTIVE, +}; + enum eDoors { DOOR_BONNET = 0, @@ -97,23 +142,54 @@ enum tWheelState enum eFlightModel { FLIGHT_MODEL_DODO, - // not used in III FLIGHT_MODEL_RCPLANE, - FLIGHT_MODEL_HELI, - FLIGHT_MODEL_SEAPLANE + FLIGHT_MODEL_RCHELI, + FLIGHT_MODEL_SEAPLANE, + FLIGHT_MODEL_PLANE_UNUSED, + FLIGHT_MODEL_PLANE, + FLIGHT_MODEL_HELI +}; + +enum eVehicleAppearance +{ + VEHICLE_APPEARANCE_NONE, + VEHICLE_APPEARANCE_CAR, + VEHICLE_APPEARANCE_BIKE, + VEHICLE_APPEARANCE_HELI, + VEHICLE_APPEARANCE_BOAT, + VEHICLE_APPEARANCE_PLANE, +}; + +// TODO: what is this even? +enum eBikeWheelSpecial +{ + BIKE_WHEELSPEC_0, // both wheels on ground + BIKE_WHEELSPEC_1, // rear wheel on ground + BIKE_WHEELSPEC_2, // only front wheel on ground + BIKE_WHEELSPEC_3, // can't happen +}; + +enum +{ + ROTOR_TOP = 3, + ROTOR_FRONT = 4, + ROTOR_RIGHT = 5, + ROTOR_LEFT = 7, + ROTOR_BACK = 8, + ROTOR_BOTTOM = 9, }; class CVehicle : public CPhysical { public: - // 0x128 tHandlingData *pHandling; + tFlyingHandlingData *pFlyingHandling; CAutoPilot AutoPilot; uint8 m_currentColour1; uint8 m_currentColour2; uint8 m_aExtras[2]; int16 m_nAlarmState; - int16 m_nMissionValue; + int16 m_nRouteSeed; CPed *pDriver; CPed *pPassengers[8]; uint8 m_nNumPassengers; @@ -162,15 +238,29 @@ public: uint8 bVehicleColProcessed : 1;// Has ProcessEntityCollision been processed for this car? uint8 bIsCarParkVehicle : 1; // Car has been created using the special CAR_PARK script command uint8 bHasAlreadyBeenRecorded : 1; // Used for replays + uint8 bPartOfConvoy : 1; + uint8 bHeliMinimumTilt : 1; // This heli should have almost no tilt really + uint8 bAudioChangingGear : 1; // sounds like vehicle is changing gear + + uint8 bIsDrowning : 1; // is vehicle occupants taking damage in water (i.e. vehicle is dead in water) + uint8 bTyresDontBurst : 1; // If this is set the tyres are invincible + uint8 bCreatedAsPoliceVehicle : 1;// True if this guy was created as a police vehicle (enforcer, policecar, miamivice car etc) + uint8 bRestingOnPhysical : 1; // Dont go static cause car is sitting on a physical object that might get removed + uint8 bParking : 1; + uint8 bCanPark : 1; + + uint8 m_bombType : 3; + uint8 bDriverLastFrame : 1; int8 m_numPedsUseItAsCover; uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default) int8 m_nPacManPickupsCarried; uint8 m_nRoadblockType; - int16 m_nRoadblockNode; float m_fHealth; // 1000.0f = full health. 250.0f = fire. 0 -> explode uint8 m_nCurrentGear; float m_fChangeGearTime; + CEntity* m_pBombRigger; + uint32 m_nSetPieceExtendedRangeTime; uint32 m_nGunFiringTime; // last time when gun on vehicle was fired (used on boats) uint32 m_nTimeOfDeath; uint16 m_nTimeBlocked; @@ -180,12 +270,14 @@ public: float m_fMapObjectHeightBehind; // rear Z? eCarLock m_nDoorLock; int8 m_nLastWeaponDamage; // see eWeaponType, -1 if no damage + CEntity *m_pLastDamageEntity; int8 m_nRadioStation; uint8 m_bRainAudioCounter; uint8 m_bRainSamplesCounter; - uint8 m_nCarHornTimer; - uint8 m_nCarHornPattern; // last horn? + uint32 m_nCarHornTimer; + uint8 m_nCarHornPattern; bool m_bSirenOrAlarm; + uint8 m_nCarHornDelay; int8 m_comedyControlState; CStoredCollPoly m_aCollPolys[2]; // poly which is under front/rear part of car float m_fSteerInput; @@ -215,11 +307,15 @@ public: virtual bool IsDoorFullyOpen(eDoors door) { return false; } virtual bool IsDoorClosed(eDoors door) { return false; } virtual bool IsDoorMissing(eDoors door) { return false; } + virtual bool IsDoorReady(uint32 door) { return false; } + virtual bool IsDoorMissing(uint32 door) { return false; } + virtual bool IsOpenTopCar(void) { 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 component, CVector *forcedDoorPos) { return false;} + virtual void BurstTyre(uint8 tyre, bool applyForces) {} + virtual bool IsRoomForPedToLeaveCar(uint32 component, CVector *forcedDoorPos) { return false; } + virtual bool IsClearToDriveAway(void); virtual float GetHeightAboveRoad(void); virtual void PlayCarHorn(void) {} #ifdef COMPATIBLE_SAVES @@ -227,6 +323,7 @@ public: virtual void Load(uint8*& buf); #endif + eVehicleAppearance GetVehicleAppearance(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; } @@ -235,22 +332,31 @@ public: bool IsBike(void) { return m_vehType == VEHICLE_TYPE_BIKE; } void FlyingControl(eFlightModel flightModel); + bool DoBladeCollision(CVector pos, CMatrix &matrix, int16 rotorType, float radius, float damageMult); + bool BladeColSectorList(CPtrList &list, CColModel &rotorColModel, CMatrix &matrix, int16 rotorType, float damageMult); + 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, + int32 wheelsOnGround, float thrust, float brake, float adhesion, float destabTraction, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, eBikeWheelSpecial special, uint16 wheelStatus); void ExtinguishCarFire(void); void ProcessDelayedExplosion(void); float ProcessWheelRotation(tWheelState state, const CVector &fwd, const CVector &speed, float radius); + int FindTyreNearestPoint(float x, float y); bool IsLawEnforcementVehicle(void); void ChangeLawEnforcerState(uint8 enable); - bool UsesSiren(uint32 id); + bool UsesSiren(void); bool IsVehicleNormal(void); bool CarHasRoof(void); bool IsUpsideDown(void); bool IsOnItsSide(void); bool CanBeDeleted(void); bool CanPedOpenLocks(CPed *ped); + bool CanDoorsBeDamaged(void); bool CanPedEnterCar(void); - bool CanPedExitCar(void); + bool CanPedExitCar(bool jumpExit); + bool CanPedJumpOutCar(void); + bool CanPedJumpOffBike(void); // do these two actually return something? CPed *SetUpDriver(void); CPed *SetupPassenger(int n); @@ -259,32 +365,90 @@ public: bool AddPassenger(CPed *passenger, uint8 n); void RemovePassenger(CPed *passenger); void RemoveDriver(void); + bool IsDriver(CPed *ped); + bool IsDriver(int32 model); + bool IsPassenger(CPed *ped); + bool IsPassenger(int32 model); + void UpdatePassengerList(void); void ProcessCarAlarm(void); bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius); bool ShufflePassengersToMakeSpace(void); - void InflictDamage(CEntity *damagedBy, eWeaponType weaponType, float damage); + void MakeNonDraggedPedsLeaveVehicle(CPed *ped1, CPed *ped2, CPlayerPed *&player, CCopPed *&cop); + void InflictDamage(CEntity *damagedBy, eWeaponType weaponType, float damage, CVector pos = CVector(0.0f, 0.0f, 0.0f)); void DoFixedMachineGuns(void); + void FireFixedMachineGuns(void); + void ActivateBomb(void); + void ActivateBombWhenEntered(void); + void KillPedsInVehicle(void); + + void SetComponentAtomicAlpha(RpAtomic *atomic, int32 alpha); + void UpdateClumpAlpha(void); + + static void HeliDustGenerate(CEntity *heli, float radius, float ground, int rnd); + void DoSunGlare(void); -#ifdef FIX_BUGS bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1 && GetStatus() != STATUS_WRECKED; } -#else - bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1; } -#endif CVehicleModelInfo* GetModelInfo() { return (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); } - bool IsTaxi(void) { return GetModelIndex() == MI_TAXI || GetModelIndex() == MI_CABBIE || GetModelIndex() == MI_BORGNINE; } - AnimationId GetDriverAnim(void) { return IsCar() && bLowVehicle ? ANIM_CAR_LSIT : (IsBoat() && GetModelIndex() != MI_SPEEDER ? ANIM_DRIVE_BOAT : ANIM_CAR_SIT); } + bool IsTaxi(void) { return GetModelIndex() == MI_TAXI || GetModelIndex() == MI_CABBIE || GetModelIndex() == MI_ZEBRA || GetModelIndex() == MI_KAUFMAN; } + bool IsLimo(void) { return GetModelIndex() == MI_STRETCH || GetModelIndex() == MI_LOVEFIST; } + bool IsRealHeli(void) { return !!(pHandling->Flags & HANDLING_IS_HELI); } + bool IsRealPlane(void) { return !!(pHandling->Flags & HANDLING_IS_PLANE); } static bool bWheelsOnlyCheat; static bool bAllDodosCheat; static bool bCheat3; static bool bCheat4; static bool bCheat5; + static bool bCheat8; #ifdef ALT_DODO_CHEAT static bool bAltDodoCheat; #endif + static bool bHoverCheat; + static bool bAllTaxisHaveNitro; static bool m_bDisableMouseSteering; + static bool bDisableRemoteDetonation; + static bool bDisableRemoteDetonationOnContact; }; -VALIDATE_SIZE(CVehicle, 0x288); - void DestroyVehicleAndDriverAndPassengers(CVehicle* pVehicle); +bool IsVehiclePointerValid(CVehicle* pVehicle); + +// Names of functions below are made up by us. + +// Used in III and VC. +inline int8 GetCarDoorFlag(int32 carnode) { + switch (carnode) { + case CAR_DOOR_LF: + return CAR_DOOR_FLAG_LF; + case CAR_DOOR_LR: + return CAR_DOOR_FLAG_LR; + case CAR_DOOR_RF: + return CAR_DOOR_FLAG_RF; + case CAR_DOOR_RR: + return CAR_DOOR_FLAG_RR; + default: + return CAR_DOOR_FLAG_UNKNOWN; + } +} + +// VC. Accounts the case numMaxPassengers == 0, only for m_nGettingInFlags. +inline int8 GetEnterCarDoorFlag(int32 carnode, uint8 numMaxPassengers) { + switch (carnode) { + case CAR_DOOR_RF: + return CAR_DOOR_FLAG_RF; + case CAR_DOOR_RR: + return CAR_DOOR_FLAG_RR; + case CAR_DOOR_LF: + if (numMaxPassengers != 0) + return CAR_DOOR_FLAG_LF; + else + return CAR_DOOR_FLAG_LF | CAR_DOOR_FLAG_LR; + case CAR_DOOR_LR: + if (numMaxPassengers != 0) + return CAR_DOOR_FLAG_LR; + else + return CAR_DOOR_FLAG_LF | CAR_DOOR_FLAG_LR; + default: + return CAR_DOOR_FLAG_UNKNOWN; + } +} |