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author | _AG <gennariarmando@outlook.com> | 2019-07-07 15:16:54 +0200 |
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committer | _AG <gennariarmando@outlook.com> | 2019-07-07 15:16:54 +0200 |
commit | d1c6a6aaa6c17250e069d1267b27e13303d6e20f (patch) | |
tree | 76d55bfd8bcc8f72cdd4d261c0bb1eaa050e522a /src/vehicles/Vehicle.h | |
parent | Merge branch 'master' into master (diff) | |
parent | the great reorganization (diff) | |
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Diffstat (limited to 'src/vehicles/Vehicle.h')
-rw-r--r-- | src/vehicles/Vehicle.h | 240 |
1 files changed, 240 insertions, 0 deletions
diff --git a/src/vehicles/Vehicle.h b/src/vehicles/Vehicle.h new file mode 100644 index 00000000..39a56fe0 --- /dev/null +++ b/src/vehicles/Vehicle.h @@ -0,0 +1,240 @@ +#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 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 +}; + + +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_POS_HEADLIGHTS, + CAR_POS_TAILLIGHTS, + CAR_POS_FRONTSEAT, + CAR_POS_BACKSEAT, + CAR_POS_EXHAUST = 9, +}; + +enum eDoors +{ + DOOR_BONNET = 0, + DOOR_BOOT, + DOOR_FRONT_LEFT, + DOOR_FRONT_RIGHT, + DOOR_REAR_LEFT, + DOOR_REAR_RIGHT +}; + +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"); |