#pragma once
#include "Physical.h"
enum {
UNKNOWN_OBJECT = 0,
GAME_OBJECT = 1,
MISSION_OBJECT = 2,
TEMP_OBJECT = 3,
CUTSCENE_OBJECT = 4,
};
enum CollisionSpecialResponseCase
{
COLLRESPONSE_NONE,
COLLRESPONSE_LAMPOST,
COLLRESPONSE_SMALLBOX,
COLLRESPONSE_BIGBOX,
COLLRESPONSE_FENCEPART,
COLLRESPONSE_UNKNOWN5
};
enum CollisionDamageEffect
{
DAMAGE_EFFECT_NONE,
DAMAGE_EFFECT_CHANGE_MODEL,
DAMAGE_EFFECT_SPLIT_MODEL,
DAMAGE_EFFECT_SMASH_AND_DAMAGE_TRAFFICLIGHTS,
DAMAGE_EFFECT_SMASH_COMPLETELY = 20,
DAMAGE_EFFECT_CHANGE_THEN_SMASH,
DAMAGE_EFFECT_SMASH_CARDBOARD_COMPLETELY = 50,
DAMAGE_EFFECT_SMASH_YELLOW_TARGET_COMPLETELY,
DAMAGE_EFFECT_SMASH_WOODENBOX_COMPLETELY = 60,
DAMAGE_EFFECT_SMASH_TRAFFICCONE_COMPLETELY = 70,
DAMAGE_EFFECT_SMASH_BARPOST_COMPLETELY = 80,
DAMAGE_EFFECT_SMASH_NEWSTANDNEW1 = 91,
DAMAGE_EFFECT_SMASH_NEWSTANDNEW21,
DAMAGE_EFFECT_SMASH_NEWSTANDNEW31,
DAMAGE_EFFECT_SMASH_NEWSTANDNEW41,
DAMAGE_EFFECT_SMASH_NEWSTANDNEW51,
DAMAGE_EFFECT_SMASH_BLACKBAG = 100,
DAMAGE_EFFECT_SMASH_VEGPALM = 110,
DAMAGE_EFFECT_BURST_BEACHBALL = 120,
DAMAGE_EFFECT_SMASH_BEACHLOUNGE_WOOD = 131,
DAMAGE_EFFECT_SMASH_BEACHLOUNGE_TOWEL,
};
class CVehicle;
class CDummyObject;
class CObject : public CPhysical
{
public:
CMatrix m_objectMatrix;
float m_fUprootLimit;
int8 ObjectCreatedBy;
int8 bIsPickup : 1;
int8 bPickupObjWithMessage : 1;
int8 bOutOfStock : 1;
int8 bGlassCracked : 1;
int8 bGlassBroken : 1;
int8 bHasBeenDamaged : 1;
int8 bUseVehicleColours : 1;
int8 m_nBonusValue;
float m_fCollisionDamageMultiplier;
uint8 m_nCollisionDamageEffect;
uint8 m_nSpecialCollisionResponseCases;
bool m_bCameraToAvoidThisObject;
// this batch is unused
int8 field_17B;
int8 field_17C;
int8 field_17D;
int8 field_17E;
int8 field_17F;
uint32 m_nEndOfLifeTime;
int16 m_nRefModelIndex;
CEntity *m_pCurSurface;
CEntity *m_pCollidingEntity;
int8 m_colour1, m_colour2;
static int16 nNoTempObjects;
static int16 nBodyCastHealth;
static void *operator new(size_t);
static void *operator new(size_t, int);
static void operator delete(void*, size_t);
static void operator delete(void*, int);
CObject(void);
CObject(int32, bool);
CObject(CDummyObject*);
~CObject(void);
void ProcessControl(void);
void Teleport(CVector vecPos);
void Render(void);
bool SetupLighting(void);
void RemoveLighting(bool reset);
void ObjectDamage(float amount);
void RefModelInfo(int32 modelId);
void Init(void);
bool CanBeDeleted(void);
static void DeleteAllMissionObjects();
static void DeleteAllTempObjects();
static void DeleteAllTempObjectsInArea(CVector point, float fRadius);
};
bool IsObjectPointerValid(CObject* pObject);