2014-07-25 04:30:44 +02:00
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#pragma once
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#ifndef _GAMESTATE_HPP_
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#define _GAMESTATE_HPP_
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#include <glm/glm.hpp>
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2015-01-26 02:16:25 +01:00
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#include <glm/gtx/quaternion.hpp>
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2014-07-27 01:38:01 +02:00
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#include <string>
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#include <map>
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#include <vector>
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#include <objects/ObjectTypes.hpp>
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#include <engine/ScreenText.hpp>
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class GameWorld;
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class GameObject;
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class ScriptMachine;
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class PlayerController;
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struct CutsceneData;
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struct SystemTime
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{
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uint16_t year;
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uint16_t month;
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uint16_t dayOfWeek;
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uint16_t day;
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uint16_t hour;
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uint16_t minute;
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uint16_t second;
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uint16_t millisecond;
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};
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/** Block 0 State */
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struct BasicState
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{
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/// /!\ This is wchar_t[24] in the original format /!\ we convert on load for convenience
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char saveName[48];
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SystemTime saveTime;
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uint32_t unknown;
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uint16_t islandNumber;
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glm::vec3 cameraPosition;
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uint32_t gameMinuteMS;
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uint32_t lastTick;
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uint8_t gameHour;
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uint8_t _align0[3];
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uint8_t gameMinute;
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uint8_t _align1[3];
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uint16_t padMode;
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uint8_t _align2[2];
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uint32_t timeMS;
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float timeScale;
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float timeStep;
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float timeStep_unclipped; // Unknown purpose
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uint32_t frameCounter;
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float timeStep2;
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float framesPerUpdate;
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float timeScale2;
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uint16_t lastWeather;
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uint8_t _align3[2];
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uint16_t nextWeather;
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uint8_t _align4[2];
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uint16_t forcedWeather;
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uint8_t _align5[2];
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float weatherInterpolation;
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uint8_t dateTime[24]; // Unused
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uint32_t weatherType;
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float cameraData;
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float cameraData2;
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BasicState ();
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};
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/** Block 15 player info */
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struct PlayerInfo
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{
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uint16_t money;
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uint8_t unknown1;
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uint16_t unknown2;
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uint8_t unknown3;
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float unknown4;
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uint16_t displayedMoney;
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uint16_t hiddenPackagesCollected;
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uint16_t hiddenPackageCount;
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uint8_t neverTired;
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uint8_t fastReload;
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uint8_t thaneOfLibertyCity;
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uint8_t singlePayerHealthcare;
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uint8_t unknown5[70];
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PlayerInfo ();
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};
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/** Block 17 */
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struct GameStats
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{
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uint16_t playerKills;
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uint16_t otherKills;
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uint16_t carsExploded;
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uint16_t shotsHit;
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uint16_t pedTypesKilled[23];
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uint16_t helicoptersDestroyed;
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uint16_t playerProgress;
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uint16_t explosiveKgsUsed;
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uint16_t bulletsFired;
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uint16_t bulletsHit;
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uint16_t carsCrushed;
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uint16_t headshots;
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uint16_t timesBusted;
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uint16_t timesHospital;
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uint16_t daysPassed;
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uint16_t mmRainfall;
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uint16_t insaneJumpMaxDistance;
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uint16_t insaneJumpMaxHeight;
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uint16_t insaneJumpMaxFlips;
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uint16_t insangeJumpMaxRotation;
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/*
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* 0 none completed
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* 1 insane stunt
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* 2 perfect insane stunt
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* 3 double insane stunt
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* 4 perfect double insane stunt
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* 5 triple insane stunt
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* 6 perfect " " "
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* 7 quadruple
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* 8 perfect quadruple
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*/
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uint16_t bestStunt;
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uint16_t uniqueStuntsFound;
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uint16_t uniqueStuntsTotal;
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uint16_t missionAttempts;
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uint16_t missionsPassed;
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uint16_t passengersDroppedOff;
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uint16_t taxiRevenue;
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uint16_t portlandPassed;
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uint16_t stauntonPassed;
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uint16_t shoresidePassed;
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uint16_t bestTurismoTime;
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float distanceWalked;
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float distanceDriven;
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uint16_t patriotPlaygroundTime;
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uint16_t aRideInTheParkTime;
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uint16_t grippedTime;
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uint16_t multistoryMayhemTime;
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uint16_t peopleSaved;
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uint16_t criminalsKilled;
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uint16_t highestParamedicLevel;
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uint16_t firesExtinguished;
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uint16_t longestDodoFlight;
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uint16_t bombDefusalTime;
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uint16_t rampagesPassed;
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uint16_t totalRampages;
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uint16_t totalMissions;
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uint16_t fastestTime[16]; // not used
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uint16_t highestScore[16];
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uint16_t peopleKilledSinceCheckpoint; // ?
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uint16_t peopleKilledSinceLastBustedOrWasted;
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char lastMissionGXT[8];
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GameStats ();
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};
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2014-07-30 16:48:51 +02:00
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struct TextDisplayData
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{
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// This is set by the final display text command.
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std::string text;
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glm::vec2 position;
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glm::vec4 colourFG;
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glm::vec4 colourBG;
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};
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2014-12-16 00:56:47 +01:00
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/**
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* Stores information about where the game can generate vehicles.
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*/
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struct VehicleGenerator
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{
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glm::vec3 position;
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float heading;
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/** ID of the vehicle to spawn, or -1 for random. */
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int vehicleID;
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int colourFG;
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int colourBG;
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bool alwaysSpawn;
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short alarmThreshold;
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short lockedThreshold;
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int minDelay;
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int maxDelay;
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/** Incrementing timer (in ms), will only spawn a vehicle when minDelay < spawnTimer and will always spawn if maxDelay < spawnTimer */
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int lastSpawnTime;
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/** Number of vehicles left to spawn 0-100, 101 = never decrement. */
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int remainingSpawns;
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};
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2015-01-26 02:16:25 +01:00
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/**
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* Data about a blip
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*/
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struct BlipData
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{
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int id;
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2015-06-24 02:48:26 +02:00
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enum BlipType
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{
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Location = 0,
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Vehicle = 1,
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Pickup = 2,
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Character = 3,
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};
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BlipType type;
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GameObjectID target;
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// If target is null then use coord
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glm::vec3 coord;
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/* Texture for use in the radar */
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std::string texture;
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2015-01-27 01:48:09 +01:00
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enum DisplayMode
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{
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Hide = 0,
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RadarOnly = 1,
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Show = 2
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};
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/* Should the blip be displayed? */
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DisplayMode display;
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BlipData()
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: id(-1), type(Location), target(0), display(Show)
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{ }
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};
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2015-06-14 03:44:51 +02:00
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/**
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* Data for garages
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*/
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struct GarageInfo
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{
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enum /*GarageType*/ {
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GARAGE_MISSION = 1,
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GARAGE_BOMBSHOP1 = 2,
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GARAGE_BOMBSHOP2 = 3,
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GARAGE_BOMBSHOP3 = 4,
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GARAGE_RESPRAY = 5,
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GARAGE_INVALID = 6,
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GARAGE_SPECIFIC_CARS_ONLY = 7, /* See Opcode 0x21B */
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GARAGE_COLLECTCARS1 = 8, /* See Opcode 0x03D4 */
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GARAGE_COLLECTCARS2 = 9,
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GARAGE_COLLECTCARS3 = 10, /* Unused */
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GARAGE_OPENFOREXIT = 11,
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GARAGE_INVALID2 = 12,
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GARAGE_CRUSHER = 13, /* Unused */
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GARAGE_MISSION_KEEPCAR = 14,
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GARAGE_FOR_SCRIPT = 15,
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GARAGE_HIDEOUT_ONE = 16, /* Portland */
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GARAGE_HIDEOUT_TWO = 17, /* Staunton */
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GARAGE_HIDEOUT_THREE = 18, /* Shoreside */
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GARAGE_FOR_SCRIPT2 = 19,
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GARAGE_OPENS_FOR_SPECIFIC_CAR = 20,
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GARAGE_OPENS_ONCE = 21
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};
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glm::vec3 min;
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glm::vec3 max;
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int type;
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};
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2015-04-27 04:55:18 +02:00
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/**
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2015-04-27 16:31:39 +02:00
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* Gameplay state object that holds persistent state, and references runtime
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* world state.
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2015-04-27 04:55:18 +02:00
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*/
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2014-07-25 04:30:44 +02:00
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struct GameState
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{
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2016-04-09 23:29:32 +02:00
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/**
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Basic Game State
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*/
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BasicState basic;
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/**
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Player stats
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*/
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PlayerInfo playerInfo;
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/**
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Game Stats
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*/
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GameStats gameStats;
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2015-05-03 06:22:03 +02:00
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/**
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* Second since game was started
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*/
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float gameTime;
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2015-01-22 12:11:16 +01:00
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unsigned int currentProgress;
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2014-07-25 04:30:44 +02:00
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unsigned int maxProgress;
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2016-04-09 23:29:32 +02:00
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2014-07-25 04:30:44 +02:00
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unsigned int maxWantedLevel;
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2015-07-02 00:16:06 +02:00
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2015-05-01 04:53:42 +02:00
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GameObjectID playerObject;
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2014-07-25 04:30:44 +02:00
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/**
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* @brief Stores a pointer to script global that stores the on-mission state.
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*/
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unsigned int *scriptOnMissionFlag;
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2014-12-17 23:53:25 +01:00
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2015-03-30 04:34:03 +02:00
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/** Objects created by the current mission */
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2015-05-01 04:53:42 +02:00
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std::vector<GameObjectID> missionObjects;
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2015-03-30 04:34:03 +02:00
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2014-12-17 23:53:25 +01:00
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bool overrideNextStart;
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glm::vec4 nextRestartLocation;
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2014-07-25 04:30:44 +02:00
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2014-07-28 03:27:55 +02:00
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bool fadeOut;
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2014-07-27 01:38:01 +02:00
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float fadeStart;
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2014-07-25 04:30:44 +02:00
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float fadeTime;
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2014-07-27 01:38:01 +02:00
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bool fadeSound;
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2014-07-28 03:27:55 +02:00
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glm::u16vec3 fadeColour;
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2014-08-01 23:03:00 +02:00
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std::string currentSplash;
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2014-12-17 01:39:52 +01:00
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bool skipCutscene;
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2014-07-25 04:30:44 +02:00
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bool isIntroPlaying;
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2014-07-28 03:27:55 +02:00
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CutsceneData* currentCutscene;
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2014-07-27 01:38:01 +02:00
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float cutsceneStartTime;
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2014-12-16 20:17:22 +01:00
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/** Flag for rendering cutscene letterbox */
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bool isCinematic;
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2015-01-22 12:11:16 +01:00
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std::string lastMissionName;
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2014-12-16 20:17:22 +01:00
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2014-07-30 14:44:25 +02:00
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/// Stores the "special" character and cutscene model indices.
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std::map<unsigned short, std::string> specialCharacters;
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std::map<unsigned short, std::string> specialModels;
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2016-05-07 19:29:08 +02:00
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/// Handles on screen text behaviour
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ScreenText text;
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2014-07-30 16:48:51 +02:00
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TextDisplayData nextText;
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2015-04-05 03:08:51 +02:00
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/**
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* Stores temporary, one-tick messages
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*/
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2014-07-30 16:48:51 +02:00
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std::vector<TextDisplayData> texts;
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2014-08-12 22:15:26 +02:00
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/** The camera near value currently set by the script */
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float cameraNear;
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2014-12-16 20:17:22 +01:00
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bool cameraFixed;
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glm::vec3 cameraPosition;
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glm::quat cameraRotation;
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2015-05-01 04:53:42 +02:00
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GameObjectID cameraTarget;
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2014-12-17 01:39:52 +01:00
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2014-12-16 00:56:47 +01:00
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std::vector<VehicleGenerator> vehicleGenerators;
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2015-01-26 02:16:25 +01:00
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std::map<int, BlipData> radarBlips;
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2014-08-12 22:15:26 +02:00
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2015-06-14 03:44:51 +02:00
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std::vector<GarageInfo> garages;
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2015-04-27 16:31:39 +02:00
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/**
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* World to use for this state, this isn't saved, just used at runtime
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*/
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GameWorld* world;
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2015-06-14 03:44:51 +02:00
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/**
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* Script Machine associated with this state if it exists.
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*/
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ScriptMachine* script;
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2015-04-27 04:55:18 +02:00
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GameState();
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2015-01-26 02:16:25 +01:00
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/**
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|
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* Adds a blip to the state, returning it's ID.
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*/
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int addRadarBlip(BlipData& blip);
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/**
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* Removes a blip
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|
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*/
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void removeBlip(int blip);
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2014-07-25 04:30:44 +02:00
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};
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#endif
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