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authoreray orçunus <erayorcunus@gmail.com>2019-07-06 01:47:26 +0300
committereray orçunus <erayorcunus@gmail.com>2019-07-06 01:52:14 +0300
commit769c2812ffb317829dbef8b258ef3d2ebed7b484 (patch)
tree5c056bab681e962de1a7bb2ade0a120568cc06fa /src/entities/Vehicle.h
parent0e7a471b82129bcdea3f691744ed8db4717c3153 (diff)
parent49d97f0033c4406a359cba88e988c7311241a76a (diff)
Merge branch 'master' of git://github.com/GTAmodding/re3 into erorcun
Conflicts: src/entities/Ped.h src/entities/Vehicle.h
Diffstat (limited to 'src/entities/Vehicle.h')
-rw-r--r--src/entities/Vehicle.h185
1 files changed, 165 insertions, 20 deletions
diff --git a/src/entities/Vehicle.h b/src/entities/Vehicle.h
index e9acaa0b..eb5275ad 100644
--- a/src/entities/Vehicle.h
+++ b/src/entities/Vehicle.h
@@ -7,7 +7,22 @@ class CPed;
class CFire;
struct tHandlingData;
-enum eCarLock : uint8 {
+enum {
+ RANDOM_VEHICLE = 1,
+ MISSION_VEHICLE = 2,
+ PARKED_VEHICLE = 3,
+ PERMANENT_VEHICLE = 4,
+};
+
+
+enum {
+ GETTING_IN_OUT_FL = 1,
+ GETTING_IN_OUT_RL = 2,
+ GETTING_IN_OUT_FR = 4,
+ GETTING_IN_OUT_RR = 8
+};
+
+enum eCarLock {
CARLOCK_NOT_USED,
CARLOCK_UNLOCKED,
CARLOCK_LOCKED,
@@ -18,6 +33,84 @@ enum eCarLock : uint8 {
CARLOCK_SKIP_SHUT_DOORS
};
+// TODO: where is this used? Is Vehicle.h the right file?
+enum eVehicleModel
+{
+ LANDSTAL,
+ IDAHO,
+ STINGER,
+ LINERUN,
+ PEREN,
+ SENTINEL,
+ PATRIOT,
+ FIRETRUK,
+ TRASH,
+ STRETCH,
+ MANANA,
+ INFERNUS,
+ BLISTA,
+ PONY,
+ MULE,
+ CHEETAH,
+ AMBULAN,
+ FBICAR,
+ MOONBEAM,
+ ESPERANT,
+ TAXI,
+ KURUMA,
+ BOBCAT,
+ MRWHOOP,
+ BFINJECT,
+ CORPSE,
+ POLICE,
+ ENFORCER,
+ SECURICA,
+ BANSHEE,
+ PREDATOR,
+ BUS,
+ RHINO,
+ BARRACKS,
+ TRAIN,
+ CHOPPER,
+ DODO,
+ COACH,
+ CABBIE,
+ STALLION,
+ RUMPO,
+ RCBANDIT,
+ BELLYUP,
+ MRWONGS,
+ MAFIA,
+ YARDIE,
+ YAKUZA,
+ DIABLOS,
+ COLUMB,
+ HOODS,
+ AIRTRAIN,
+ DEADDODO,
+ SPEEDER,
+ REEFER,
+ PANLANT,
+ FLATBED,
+ YANKEE,
+ ESCAPE,
+ BORGNINE,
+ TOYZ,
+ GHOST,
+ CAR151,
+ CAR152,
+ CAR153,
+ CAR154,
+ CAR155,
+ CAR156,
+ CAR157,
+ CAR158,
+ CAR159,
+};
+
+enum eDoors {
+};
+
class CVehicle : public CPhysical
{
public:
@@ -26,7 +119,7 @@ public:
CAutoPilot m_autoPilot;
uint8 m_currentColour1;
uint8 m_currentColour2;
- uint8 m_anExtras[2];
+ uint8 m_aExtras[2];
int16 m_nAlarmState; // m_nWantedStarsOnEnter on DK22
int16 m_nMissionValue;
CPed *pDriver;
@@ -42,23 +135,27 @@ public:
float m_fSteerAngle;
float m_fGasPedal;
float m_fBreakPedal;
- uint8 m_nCreatedBy; // eVehicleCreatedBy
- uint8 bIsLawEnforcer : 1;
- uint8 bIsAmbulanceOnDuty : 1;
- uint8 bIsFiretruckOnDuty : 1;
- uint8 m_veh_flagA8 : 1;
- uint8 m_veh_flagA10 : 1;
- uint8 m_veh_flagA20 : 1;
- uint8 m_veh_flagA40 : 1;
- uint8 m_veh_flagA80 : 1;
- uint8 bIsVan : 1;
- uint8 bIsBus : 1;
- uint8 bIsBig : 1;
- uint8 bIsLow : 1;
+ 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;
@@ -67,6 +164,7 @@ public:
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;
@@ -75,8 +173,9 @@ public:
uint8 m_veh_flagD20 : 1;
uint8 m_veh_flagD40 : 1;
uint8 m_veh_flagD80 : 1;
+
int8 field_1F9;
- uint8 m_nAmmoInClip[1]; // Used to make the guns on boat do a reload (20 by default)
+ 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
@@ -99,6 +198,7 @@ public:
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;
@@ -110,8 +210,29 @@ public:
static void operator delete(void*, int);
~CVehicle(void);
+ // from CEntity
+ void SetModelIndex(uint32 i);
+ bool SetupLighting(void);
+ void RemoveLighting(bool);
+ void FlagToDestroyWhenNextProcessed(void) {}
- void dtor(void) { this->CVehicle::~CVehicle(); }
+ 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; }
@@ -119,10 +240,26 @@ public:
bool IsHeli(void) { return m_vehType == VEHICLE_TYPE_HELI; }
bool IsPlane(void) { return m_vehType == VEHICLE_TYPE_PLANE; }
bool IsLawEnforcementVehicle(void);
- void ChangeLawEnforcerState(bool enable);
- void RemovePassenger(CPed *);
- void RemoveDriver(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;
@@ -130,8 +267,16 @@ public:
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");