#pragma once
#include "Physical.h"
class CPed;
class CAnimBlendAssociation;
enum PhoneState {
PHONE_STATE_FREE,
PHONE_STATE_REPORTING_CRIME, // CCivilianPed::ProcessControl sets it but unused
PHONE_STATE_2,
PHONE_STATE_MESSAGE_REMOVED,
PHONE_STATE_ONETIME_MESSAGE_SET,
PHONE_STATE_REPEATED_MESSAGE_SET,
PHONE_STATE_REPEATED_MESSAGE_SHOWN_ONCE,
PHONE_STATE_ONETIME_MESSAGE_STARTED,
PHONE_STATE_REPEATED_MESSAGE_STARTED,
PHONE_STATE_9 // just rings, picking being handled via script. most of the time game uses this
};
class CPhone
{
public:
CVector m_vecPos;
wchar *m_apMessages[6];
uint32 m_repeatedMessagePickupStart;
CEntity *m_pEntity; // stored as building pool index in save files
PhoneState m_nState;
bool m_visibleToCam;
CPhone() { }
~CPhone() { }
};
static_assert(sizeof(CPhone) == 0x34, "CPhone: error");
class CPhoneInfo {
public:
static bool &bDisplayingPhoneMessage;
static uint32 &PhoneEnableControlsTimer;
static CPhone *&pPhoneDisplayingMessages;
static bool &bPickingUpPhone;
static CPed *&pCallBackPed;
int32 m_nMax;
int32 m_nScriptPhonesMax;
CPhone m_aPhones[NUMPHONES];
CPhoneInfo() { }
~CPhoneInfo() { }
int FindNearestFreePhone(CVector*);
bool PhoneAtThisPosition(CVector);
bool HasMessageBeenDisplayed(int);
bool IsMessageBeingDisplayed(int);
void Load(uint8 *buf, uint32 size);
void Save(uint8 *buf, uint32 *size);
void SetPhoneMessage_JustOnce(int phoneId, wchar *msg1, wchar *msg2, wchar *msg3, wchar *msg4, wchar *msg5, wchar *msg6);
void SetPhoneMessage_Repeatedly(int phoneId, wchar *msg1, wchar *msg2, wchar *msg3, wchar *msg4, wchar *msg5, wchar *msg6);
int GrabPhone(float, float);
void Initialise(void);
void Shutdown(void);
void Update(void);
};
extern CPhoneInfo &gPhoneInfo;
void PhonePutDownCB(CAnimBlendAssociation *assoc, void *arg);
void PhonePickUpCB(CAnimBlendAssociation *assoc, void *arg);
#ifdef TOGGLEABLE_BETA_FEATURES
extern CPed *crimeReporters[NUMPHONES];
bool isPhoneAvailable(int);
#endif