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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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215 lines
5.6 KiB
C++
215 lines
5.6 KiB
C++
#pragma once
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#include "Vehicle.h"
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#include "DamageManager.h"
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#include "Door.h"
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class CObject;
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enum eCarNodes
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{
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CAR_WHEEL_RF = 1,
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CAR_WHEEL_RM,
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CAR_WHEEL_RB,
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CAR_WHEEL_LF,
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CAR_WHEEL_LM,
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CAR_WHEEL_LB,
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CAR_BUMP_FRONT,
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CAR_BUMP_REAR,
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CAR_WING_RF,
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CAR_WING_RR,
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CAR_DOOR_RF,
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CAR_DOOR_RR,
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CAR_WING_LF,
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CAR_WING_LR,
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CAR_DOOR_LF,
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CAR_DOOR_LR,
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CAR_BONNET,
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CAR_BOOT,
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CAR_WINDSCREEN,
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NUM_CAR_NODES,
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};
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enum eCarPositions
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{
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CAR_POS_HEADLIGHTS,
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CAR_POS_TAILLIGHTS,
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CAR_POS_FRONTSEAT,
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CAR_POS_BACKSEAT,
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CAR_POS_EXHAUST
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};
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// These are used for all the wheel arrays
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// DON'T confuse with VEHWHEEL, which are vehicle components
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enum {
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CARWHEEL_FRONT_LEFT,
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CARWHEEL_REAR_LEFT,
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CARWHEEL_FRONT_RIGHT,
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CARWHEEL_REAR_RIGHT
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};
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enum eBombType
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{
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CARBOMB_NONE,
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CARBOMB_TIMED,
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CARBOMB_ONIGNITION,
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CARBOMB_REMOTE,
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CARBOMB_TIMEDACTIVE,
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CARBOMB_ONIGNITIONACTIVE,
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};
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enum {
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CAR_DOOR_FLAG_UNKNOWN = 0x0,
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CAR_DOOR_FLAG_LF = 0x1,
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CAR_DOOR_FLAG_LR = 0x2,
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CAR_DOOR_FLAG_RF = 0x4,
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CAR_DOOR_FLAG_RR = 0x8
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};
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class CAutomobile : public CVehicle
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{
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public:
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// 0x288
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CDamageManager Damage;
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CDoor Doors[6];
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RwFrame *m_aCarNodes[NUM_CAR_NODES];
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CColPoint m_aWheelColPoints[4];
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float m_aSuspensionSpringRatio[4];
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float m_aSuspensionSpringRatioPrev[4];
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float m_aWheelTimer[4]; // set to 4.0 when wheel is touching ground, then decremented
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float field_49C;
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bool m_aWheelSkidmarkMuddy[4];
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bool m_aWheelSkidmarkBloody[4];
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float m_aWheelRotation[4];
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float m_aWheelPosition[4];
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float m_aWheelSpeed[4];
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uint8 field_4D8;
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uint8 bTaxiLight : 1;
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uint8 bHadDriver : 1; // for bombs
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uint8 bFixedColour : 1;
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uint8 bBigWheels : 1;
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uint8 bWaterTight : 1; // no damage for non-player peds
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uint8 bNotDamagedUpsideDown : 1;
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uint8 bMoreResistantToDamage : 1;
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uint8 bTankDetonateCars : 1;
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int16 field_4E0;
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uint16 m_hydraulicState;
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uint32 m_nBusDoorTimerEnd;
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uint32 m_nBusDoorTimerStart;
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float m_aSuspensionSpringLength[4];
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float m_aSuspensionLineLength[4];
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float m_fHeightAboveRoad;
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float m_fTraction;
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float m_fVelocityChangeForAudio;
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float m_randomValues[6]; // used for what?
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float m_fFireBlowUpTimer;
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CPhysical *m_aGroundPhysical[4]; // physicals touching wheels
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CVector m_aGroundOffset[4]; // from ground object to colpoint
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CEntity *m_pSetOnFireEntity;
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float m_weaponDoorTimerLeft; // still don't know what exactly this is
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float m_weaponDoorTimerRight;
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float m_fCarGunLR;
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float m_fCarGunUD;
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float m_fPropellerRotation;
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uint8 stuff4[4];
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uint8 m_nWheelsOnGround;
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uint8 m_nDriveWheelsOnGround;
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uint8 m_nDriveWheelsOnGroundPrev;
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float m_fGasPedalAudio;
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tWheelState m_aWheelState[4];
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static bool m_sAllTaxiLights;
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CAutomobile(int32 id, uint8 CreatedBy);
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// from CEntity
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void SetModelIndex(uint32 id);
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void ProcessControl(void);
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void Teleport(CVector v);
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void PreRender(void);
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void Render(void);
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// from CPhysical
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int32 ProcessEntityCollision(CEntity *ent, CColPoint *colpoints);
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// from CVehicle
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void ProcessControlInputs(uint8);
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void GetComponentWorldPosition(int32 component, CVector &pos);
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bool IsComponentPresent(int32 component);
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void SetComponentRotation(int32 component, CVector rotation);
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void OpenDoor(int32 component, eDoors door, float openRatio);
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void ProcessOpenDoor(uint32, uint32, float);
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bool IsDoorReady(eDoors door);
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bool IsDoorFullyOpen(eDoors door);
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bool IsDoorClosed(eDoors door);
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bool IsDoorMissing(eDoors door);
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void RemoveRefsToVehicle(CEntity *ent);
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void BlowUpCar(CEntity *ent);
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bool SetUpWheelColModel(CColModel *colModel);
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void BurstTyre(uint8 tyre);
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bool IsRoomForPedToLeaveCar(uint32 component, CVector *doorOffset);
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float GetHeightAboveRoad(void);
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void PlayCarHorn(void);
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void FireTruckControl(void);
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void TankControl(void);
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void HydraulicControl(void);
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void VehicleDamage(float impulse, uint16 damagedPiece);
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void ProcessBuoyancy(void);
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void DoDriveByShootings(void);
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int32 RcbanditCheckHitWheels(void);
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int32 RcbanditCheck1CarWheels(CPtrList &list);
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void PlaceOnRoadProperly(void);
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void dmgDrawCarCollidingParticles(const CVector &pos, float amount);
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void AddDamagedVehicleParticles(void);
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int32 AddWheelDirtAndWater(CColPoint *colpoint, uint32 belowEffectSpeed);
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void PlayHornIfNecessary(void);
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void ResetSuspension(void);
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void SetupSuspensionLines(void);
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void ScanForCrimes(void);
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void BlowUpCarsInPath(void);
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bool HasCarStoppedBecauseOfLight(void);
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void SetBusDoorTimer(uint32 timer, uint8 type);
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void ProcessAutoBusDoors(void);
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void ProcessSwingingDoor(int32 component, eDoors door);
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void SetupDamageAfterLoad(void);
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CObject *SpawnFlyingComponent(int32 component, uint32 type);
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CObject *RemoveBonnetInPedCollision(void);
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void SetPanelDamage(int32 component, ePanels panel, bool noFlyingComponents = false);
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void SetBumperDamage(int32 component, ePanels panel, bool noFlyingComponents = false);
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void SetDoorDamage(int32 component, eDoors door, bool noFlyingComponents = false);
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void TellHeliToGoToCoors(float x, float y, float z, uint8 speed);
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void Fix(void);
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void SetComponentVisibility(RwFrame *frame, uint32 flags);
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void SetupModelNodes(void);
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void SetTaxiLight(bool light);
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bool GetAllWheelsOffGround(void);
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void HideAllComps(void);
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void ShowAllComps(void);
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void ReduceHornCounter(void);
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#ifdef COMPATIBLE_SAVES
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virtual void Save(uint8*& buf);
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virtual void Load(uint8*& buf);
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#endif
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static const uint32 nSaveStructSize;
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static void SetAllTaxiLights(bool set);
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};
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inline uint8 GetCarDoorFlag(int32 carnode) {
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switch (carnode) {
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case CAR_DOOR_LF:
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return CAR_DOOR_FLAG_LF;
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case CAR_DOOR_LR:
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return CAR_DOOR_FLAG_LR;
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case CAR_DOOR_RF:
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return CAR_DOOR_FLAG_RF;
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case CAR_DOOR_RR:
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return CAR_DOOR_FLAG_RR;
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default:
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return CAR_DOOR_FLAG_UNKNOWN;
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}
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}
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