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172 lines
4.3 KiB
C++
172 lines
4.3 KiB
C++
#pragma once
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#include "Vehicle.h"
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#include "Skidmarks.h"
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#include "AnimManager.h"
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enum eBikeNodes {
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BIKE_NODE_NONE,
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BIKE_CHASSIS,
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BIKE_FORKS_FRONT,
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BIKE_FORKS_REAR,
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BIKE_WHEEL_FRONT,
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BIKE_WHEEL_REAR,
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BIKE_MUDGUARD,
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BIKE_HANDLEBARS,
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BIKE_NUM_NODES
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};
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enum {
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BIKEWHEEL_FRONT,
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BIKEWHEEL_REAR,
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};
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enum {
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BIKESUSP_F1,
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BIKESUSP_F2,
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BIKESUSP_R1,
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BIKESUSP_R2,
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};
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class CBike : public CVehicle
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{
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public:
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RwFrame *m_aBikeNodes[BIKE_NUM_NODES];
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bool bLeanMatrixClean;
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CMatrix m_leanMatrix;
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CVector m_vecAvgSurfaceNormal;
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CVector m_vecAvgSurfaceRight;
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tBikeHandlingData *pBikeHandling;
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AssocGroupId m_bikeAnimType;
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uint8 m_wheelStatus[2];
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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];
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float m_bike_unused1;
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eSkidmarkType m_aWheelSkidmarkType[2];
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bool m_aWheelSkidmarkBloody[2];
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bool m_aWheelSkidmarkUnk[2];
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float m_aWheelRotation[2];
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float m_aWheelSpeed[2];
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float m_aWheelPosition[2];
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float m_aWheelBasePosition[2];
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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_fRearForkLength;
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float m_fFrontForkY;
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float m_fFrontForkZ;
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float m_fFrontForkSlope;
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float m_fWheelAngle;
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float m_fLeanLRAngle;
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float m_fLeanLRAngle2;
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float m_fLeanInput;
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float m_fPedLeanAmountLR;
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float m_fPedLeanAmountUD;
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uint8 m_bike_unused2;
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uint8 unused[3]; // looks like padding..but for what?
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uint8 m_bike_flag01 : 1;
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uint8 m_bike_flag02 : 1;
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uint8 bWaterTight : 1;
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uint8 bIsBeingPickedUp : 1;
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uint8 bIsStanding : 1;
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uint8 bExtraSpeed : 1; // leaning forward
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uint8 bIsOnFire : 1;
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uint8 bWheelieCam : 1;
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int16 m_doingBurnout;
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float m_fTireTemperature;
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float m_fBrakeDestabilization;
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float m_fVelocityChangeForAudio;
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float m_fFireBlowUpTimer;
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CPhysical *m_aGroundPhysical[4];
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CVector m_aGroundOffset[4];
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CEntity *m_pSetOnFireEntity;
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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[2];
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CBike(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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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, bool applyForces);
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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 KnockOffRider(eWeaponType weapon, uint8 direction, CPed *ped, bool bGetBackOn);
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void VehicleDamage(void);
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void ProcessBuoyancy(void);
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void DoDriveByShootings(void);
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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 CalculateLeanMatrix(void);
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void GetCorrectedWorldDoorPosition(CVector &pos, CVector p1, CVector p2);
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void Fix(void);
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void SetupModelNodes(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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};
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// These functions and function names are made up
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inline int8 GetBikeDoorFlag(int32 carnode) {
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switch (carnode) {
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case CAR_DOOR_RR:
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case CAR_DOOR_LR:
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return CAR_DOOR_FLAG_RR | CAR_DOOR_FLAG_LR;
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case CAR_DOOR_RF:
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case CAR_DOOR_LF:
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return CAR_DOOR_FLAG_RF | CAR_DOOR_FLAG_LF;
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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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// for m_nGettingOutFlags
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inline int8 GetBikeDoorFlagInclJumpInFromFront(int32 carnode) {
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switch (carnode) {
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case CAR_DOOR_RR:
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case CAR_DOOR_LR:
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return CAR_DOOR_FLAG_RR | CAR_DOOR_FLAG_LR;
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case CAR_DOOR_RF:
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case CAR_DOOR_LF:
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case CAR_WINDSCREEN:
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return CAR_DOOR_FLAG_RF | CAR_DOOR_FLAG_LF;
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default:
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return CAR_DOOR_FLAG_UNKNOWN;
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}
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} |