diff options
Diffstat (limited to 'src/vehicles/Vehicle.h')
-rw-r--r-- | src/vehicles/Vehicle.h | 40 |
1 files changed, 34 insertions, 6 deletions
diff --git a/src/vehicles/Vehicle.h b/src/vehicles/Vehicle.h index b59b6b19..fa2f988c 100644 --- a/src/vehicles/Vehicle.h +++ b/src/vehicles/Vehicle.h @@ -60,6 +60,8 @@ enum eCarLock { CARLOCK_LOCKED_PLAYER_INSIDE, CARLOCK_LOCKED_INITIALLY, CARLOCK_FORCE_SHUT_DOORS, + CARLOCK_7, + CARLOCK_8, CARLOCK_LOCKED_BUT_CAN_BE_DAMAGED }; @@ -189,7 +191,7 @@ public: int8 m_nGettingInFlags; int8 m_nGettingOutFlags; uint8 m_nNumMaxPassengers; - float field_1D0[4]; + CVector m_vehLCS_230; CEntity *m_pCurGroundEntity; CFire *m_pCarFire; float m_fSteerAngle; @@ -225,6 +227,9 @@ public: uint8 bCanBeDamaged : 1; // Set to FALSE during cut scenes to avoid explosions uint8 bUsingSpecialColModel : 1;// Is player vehicle using special collision model, stored in player strucure + uint8 m_vehLCS_258 : 1; + int8 m_vehLCS_259; + uint8 bOccupantsHaveBeenGenerated : 1; // Is true if the occupants have already been generated. (Shouldn't happen again) uint8 bGunSwitchedOff : 1; // Level designers can use this to switch off guns on boats uint8 bVehicleColProcessed : 1;// Has ProcessEntityCollision been processed for this car? @@ -240,16 +245,20 @@ public: uint8 bRestingOnPhysical : 1; // Dont go static cause car is sitting on a physical object that might get removed uint8 bParking : 1; uint8 bCanPark : 1; -#if (!defined GTA_PS2 || defined FIX_BUGS) +#if (!defined GTA_PS2 || defined FIX_BUGS) // <- I think this can be moved back to CAutomobile? uint8 m_bombType : 3; #endif - uint8 bDriverLastFrame : 1; + uint8 bDriverLastFrame : 1; // originally not in CVehicle (TODO - carbomb stuff) + uint8 bRewardVehicle : 1; // 25B_40 int8 m_numPedsUseItAsCover; uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default) int8 m_nPacManPickupsCarried; uint8 m_nRoadblockType; + uint8 m_bGarageTurnedLightsOff; + float m_fWheelSpin; float m_fHealth; // 1000.0f = full health. 250.0f = fire. 0 -> explode + float m_fEngineEnergy; // TODO(LCS): better name. it adds up acceleration force, so possibly kinetic energy?? uint8 m_nCurrentGear; float m_fChangeGearTime; #if (!defined GTA_PS2 || defined FIX_BUGS) @@ -264,19 +273,26 @@ public: float m_fMapObjectHeightAhead; // front Z? float m_fMapObjectHeightBehind; // rear Z? eCarLock m_nDoorLock; - int8 m_nLastWeaponDamage; // see eWeaponType, -1 if no damage CEntity *m_pLastDamageEntity; + int16 m_vehLCS_29C; + int8 m_vehLCS_29E; + int8 m_nLastWeaponDamage; // see eWeaponType, -1 if no damage uint8 m_nRadioStation; uint8 m_bRainAudioCounter; uint8 m_bRainSamplesCounter; + int8 m_vehLCS_2A3; // enables 2A4 + uint8 m_vehLCS_2A4; // some timer uint32 m_nCarHornTimer; uint8 m_nCarHornPattern; uint8 m_bSirenOrAlarm; uint8 m_nCarHornDelay; int8 m_comedyControlState; + int32 m_vehLCS_2B0; + int32 m_vehLCS_2B4; CStoredCollPoly m_aCollPolys[2]; // poly which is under front/rear part of car float m_fSteerInput; eVehicleType m_vehType; + bool m_bSuperBrake; static void *operator new(size_t) throw(); static void *operator new(size_t sz, int slot) throw(); @@ -288,6 +304,7 @@ public: ~CVehicle(void); // from CEntity void SetModelIndex(uint32 id); + void PreRender(void) {} bool SetupLighting(void); void RemoveLighting(bool); void FlagToDestroyWhenNextProcessed(void) {} @@ -330,6 +347,9 @@ public: bool DoBladeCollision(CVector pos, CMatrix &matrix, int16 rotorType, float radius, float damageMult); bool BladeColSectorList(CPtrList &list, CColModel &rotorColModel, CMatrix &matrix, int16 rotorType, float damageMult); + // TODO(LCS)? + // CVehicle::ApplyCollisionMultiplayer + void ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint, int32 wheelsOnGround, float thrust, float brake, float adhesion, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, uint16 wheelStatus); void ProcessBikeWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint, @@ -365,10 +385,13 @@ public: bool IsPassenger(CPed *ped); bool IsPassenger(int32 model); void UpdatePassengerList(void); + bool AreThereAnyPassengers(void); void ProcessCarAlarm(void); bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius); bool ShufflePassengersToMakeSpace(void); void MakeNonDraggedPedsLeaveVehicle(CPed *ped1, CPed *ped2, CPlayerPed *&player, CCopPed *&cop); + bool PedsShouldScreamOnDisembarking(void); + void OccupantsReactToDamage(CEntity *damagedBy); void InflictDamage(CEntity *damagedBy, eWeaponType weaponType, float damage, CVector pos = CVector(0.0f, 0.0f, 0.0f)); void DoFixedMachineGuns(void); void FireFixedMachineGuns(void); @@ -384,8 +407,8 @@ public: bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1 && GetStatus() != STATUS_WRECKED; } CVehicleModelInfo* GetModelInfo() { return (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); } - bool IsTaxi(void) { return GetModelIndex() == MI_TAXI || GetModelIndex() == MI_CABBIE || GetModelIndex() == MI_ZEBRA || GetModelIndex() == MI_KAUFMAN; } - bool IsLimo(void) { return GetModelIndex() == MI_STRETCH || GetModelIndex() == MI_LOVEFIST; } + bool IsTaxi(void) { return GetModelIndex() == MI_TAXI || GetModelIndex() == MI_CABBIE || GetModelIndex() == MI_BORGNINE; } + bool IsLimo(void) { return GetModelIndex() == MI_STRETCH; } bool IsRealHeli(void) { return !!(pHandling->Flags & HANDLING_IS_HELI); } bool IsRealPlane(void) { return !!(pHandling->Flags & HANDLING_IS_PLANE); } @@ -405,6 +428,11 @@ public: #ifndef MASTER static bool m_bDisplayHandlingInfo; #endif + static float rcHeliHeightLimit; + static float WHEELSPIN_FALL_RATE; + static float WHEELSPIN_RISE_RATE; + static float WHEELSPIN_INAIR_TARGET_RATE; + static float WHEELSPIN_TARGET_RATE; }; void DestroyVehicleAndDriverAndPassengers(CVehicle* pVehicle); |