re3/src/vehicles/Automobile.h

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3.6 KiB
C
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#pragma once
#include "Vehicle.h"
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#include "DamageManager.h"
#include "Door.h"
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class CObject;
// Wheels are in order:
// FRONT LEFT
// REAR LEFT
// FRONT RIGHT
// REAR RIGHT
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class CAutomobile : public CVehicle
{
public:
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// 0x288
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CDamageManager Damage;
CDoor Doors[6];
RwFrame *m_aCarNodes[NUM_CAR_NODES];
CColPoint m_aWheelColPoints[4];
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float m_aSuspensionSpringRatio[4];
float m_aSuspensionSpringRatioPrev[4];
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float m_aWheelSkidThing[4];
float field_49C;
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bool m_aWheelSkidmarkMuddy[4];
bool m_aWheelSkidmarkBloody[4];
float m_aWheelRotation[4];
float m_aWheelPosition[4];
float m_aWheelSpeed[4];
uint8 field_4D8;
uint8 m_bombType : 3;
uint8 bTaxiLight : 1;
uint8 bHadDriver : 1; // for bombs
uint8 m_auto_flagA20 : 1;
uint8 m_auto_flagA40 : 1;
uint8 m_auto_flagA80 : 1;
uint8 field_4DA[2];
CEntity *field_4DC; // blow up entity
uint8 field_4E0[4];
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uint32 m_nBusDoorTimerEnd;
uint32 m_nBusDoorTimerStart;
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float m_aSuspensionSpringLength[4];
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float m_aSuspensionLineLength[4];
float m_fHeightAboveRoad;
float m_fImprovedHandling;
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uint8 stuff6[28];
float field_530;
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CPhysical *m_aGroundPhysical[4]; // physicals touching wheels
CVector m_aGroundOffset[4]; // from ground object to colpoint
CEntity *m_pSetOnFireEntity;
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float m_weaponThingA; // TODO
float m_weaponThingB; // TODO
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float m_fCarGunLR;
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float m_fCarGunUD;
float m_fWindScreenRotation;
uint8 stuff4[4];
uint8 m_nWheelsOnGround_2;
uint8 m_nWheelsOnGround;
uint8 m_nWheelsOnGroundPrev;
uint8 stuff5[5];
int32 m_aWheelState[4];
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static bool &m_sAllTaxiLights;
CAutomobile(int, uint8);
// from CEntity
void SetModelIndex(uint32 id);
void ProcessControl(void);
void Teleport(CVector v);
void PreRender(void);
void Render(void);
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// from CPhysical
int32 ProcessEntityCollision(CEntity *ent, CColPoint *colpoints);
// from CVehicle
void ProcessControlInputs(uint8);
void GetComponentWorldPosition(int32 component, CVector &pos);
bool IsComponentPresent(int32 component);
void SetComponentRotation(int32 component, CVector rotation);
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void OpenDoor(int32 component, eDoors door, float openRatio);
void ProcessOpenDoor(uint32, uint32, float);
bool IsDoorReady(eDoors door);
bool IsDoorFullyOpen(eDoors door);
bool IsDoorClosed(eDoors door);
bool IsDoorMissing(eDoors door);
void RemoveRefsToVehicle(CEntity *ent);
void BlowUpCar(CEntity *ent);
bool SetUpWheelColModel(CColModel *colModel);
void BurstTyre(uint8 tyre);
bool IsRoomForPedToLeaveCar(uint32, CVector *);
float GetHeightAboveRoad(void);
void PlayCarHorn(void);
void ProcessBuoyancy(void);
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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);
void BlowUpCarsInPath(void);
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bool HasCarStoppedBecauseOfLight(void);
void SetBusDoorTimer(uint32 timer, uint8 type);
void ProcessAutoBusDoors(void);
void ProcessSwingingDoor(int32 component, eDoors door);
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void SetupDamageAfterLoad(void);
CObject *SpawnFlyingComponent(int32 component, uint32 type);
CObject *RemoveBonnetInPedCollision(void);
void SetPanelDamage(int32 component, ePanels panel, bool noFlyingComponents = false);
void SetBumperDamage(int32 component, ePanels panel, bool noFlyingComponents = false);
void SetDoorDamage(int32 component, eDoors door, bool noFlyingComponents = false);
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void Fix(void);
void SetComponentVisibility(RwFrame *frame, uint32 flags);
void SetupModelNodes(void);
void SetTaxiLight(bool light);
bool GetAllWheelsOffGround(void);
void HideAllComps(void);
void ShowAllComps(void);
void ReduceHornCounter(void);
static void SetAllTaxiLights(bool set);
CAutomobile* ctor(int, uint8);
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};
static_assert(sizeof(CAutomobile) == 0x5A8, "CAutomobile: error");