re3-wiiu/src/control/AutoPilot.h

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#pragma once
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#include "Timer.h"
class CVehicle;
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struct CPathNode;
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enum eCarMission
{
MISSION_NONE,
MISSION_CRUISE,
MISSION_RAMPLAYER_FARAWAY,
MISSION_RAMPLAYER_CLOSE,
MISSION_BLOCKPLAYER_FARAWAY,
MISSION_BLOCKPLAYER_CLOSE,
MISSION_BLOCKPLAYER_HANDBRAKESTOP,
MISSION_WAITFORDELETION,
MISSION_GOTOCOORDS,
MISSION_GOTOCOORDS_STRAIGHT,
MISSION_EMERGENCYVEHICLE_STOP,
MISSION_STOP_FOREVER,
MISSION_GOTOCOORDS_ACCURATE,
MISSION_GOTO_COORDS_STRAIGHT_ACCURATE,
MISSION_GOTOCOORDS_ASTHECROWSWIMS,
MISSION_RAMCAR_FARAWAY,
MISSION_RAMCAR_CLOSE,
MISSION_BLOCKCAR_FARAWAY,
MISSION_BLOCKCAR_CLOSE,
MISSION_BLOCKCAR_HANDBRAKESTOP,
MISSION_HELI_FLYTOCOORS,
MISSION_ATTACKPLAYER,
MISSION_PLANE_FLYTOCOORS,
MISSION_HELI_LAND,
MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_1,
MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_2,
MISSION_BLOCKPLAYER_FORWARDANDBACK
};
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enum eCarTempAction
{
TEMPACT_NONE,
TEMPACT_WAIT,
TEMPACT_REVERSE,
TEMPACT_HANDBRAKETURNLEFT,
TEMPACT_HANDBRAKETURNRIGHT,
TEMPACT_HANDBRAKESTRAIGHT,
TEMPACT_TURNLEFT,
TEMPACT_TURNRIGHT,
TEMPACT_GOFORWARD,
TEMPACT_SWERVELEFT,
TEMPACT_SWERVERIGHT
};
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enum eCarDrivingStyle
{
DRIVINGSTYLE_STOP_FOR_CARS,
DRIVINGSTYLE_SLOW_DOWN_FOR_CARS,
DRIVINGSTYLE_AVOID_CARS,
DRIVINGSTYLE_PLOUGH_THROUGH,
DRIVINGSTYLE_STOP_FOR_CARS_IGNORE_LIGHTS
};
class CAutoPilot {
public:
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int32 m_nCurrentRouteNode;
int32 m_nNextRouteNode;
int32 m_nPrevRouteNode;
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uint32 m_nTimeEnteredCurve;
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uint32 m_nTimeToSpendOnCurrentCurve;
uint32 m_nCurrentPathNodeInfo;
uint32 m_nNextPathNodeInfo;
uint32 m_nPreviousPathNodeInfo;
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uint32 m_nAntiReverseTimer;
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uint32 m_nTimeToStartMission;
int8 m_nPreviousDirection;
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int8 m_nCurrentDirection;
int8 m_nNextDirection;
int8 m_nCurrentLane;
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int8 m_nNextLane;
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uint8 m_nDrivingStyle;
uint8 m_nCarMission;
uint8 m_nTempAction;
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uint32 m_nTimeTempAction;
float m_fMaxTrafficSpeed;
uint8 m_nCruiseSpeed;
uint8 m_nCruiseSpeedMultiplierType;
float m_fCruiseSpeedMultiplier;
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uint8 m_bSlowedDownBecauseOfCars : 1;
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uint8 m_bSlowedDownBecauseOfPeds : 1;
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uint8 m_bStayInCurrentLevel : 1;
uint8 m_bStayInFastLane : 1;
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uint8 m_bIgnorePathfinding : 1;
uint8 m_nSwitchDistance;
CVector m_vecDestinationCoors;
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CPathNode *m_aPathFindNodesInfo[NUM_PATH_NODES_IN_AUTOPILOT];
int16 m_nPathFindNodesCount;
CVehicle *m_pTargetCar;
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CAutoPilot(void) {
m_nPrevRouteNode = 0;
m_nNextRouteNode = m_nPrevRouteNode;
m_nCurrentRouteNode = m_nNextRouteNode;
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m_nTimeEnteredCurve = 0;
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m_nTimeToSpendOnCurrentCurve = 1000;
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m_nPreviousPathNodeInfo = 0;
m_nNextPathNodeInfo = m_nPreviousPathNodeInfo;
m_nCurrentPathNodeInfo = m_nNextPathNodeInfo;
m_nNextDirection = 1;
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m_nCurrentDirection = m_nNextDirection;
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m_nCurrentLane = m_nNextLane = 0;
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m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
m_nCarMission = MISSION_NONE;
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m_nTempAction = TEMPACT_NONE;
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m_nCruiseSpeed = 10;
m_fMaxTrafficSpeed = 10.0f;
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m_bSlowedDownBecauseOfPeds = false;
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m_bSlowedDownBecauseOfCars = false;
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m_nPathFindNodesCount = 0;
m_pTargetCar = 0;
m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();
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m_nAntiReverseTimer = m_nTimeToStartMission;
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m_bStayInFastLane = false;
m_nCruiseSpeedMultiplierType = 0;
m_fCruiseSpeedMultiplier = 1.0f;
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}
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void ModifySpeed(float);
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void RemoveOnePathNode();
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#ifdef COMPATIBLE_SAVES
void Save(uint8*& buf);
void Load(uint8*& buf);
#endif
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float GetCruiseSpeed(void) { return m_nCruiseSpeed * m_fCruiseSpeedMultiplier; }
};
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VALIDATE_SIZE(CAutoPilot, 0x70);