Inhaltsverzeichnis
Aufzählung der VehicleTypes
Quellcode
- enum VehicleType
- {
- VT_NOSQUAD, // kein Einsatzfahrzeug
- VT_THW_FGRR_BKF, // Bergekran
- VT_THW_FGRB_BLF, // Brückenleger
- VT_THW_FGRI_EKW, // Transportfzg. Ingenieur
- VT_FIREFIGHTERS_ASF, // Abschleppfzg. TODO: ist jetzt THW
- VT_FIREFIGHTERS_DEKONP, // Dekontaminationsfzg.
- VT_FIREFIGHTERS_DLK, // Drehleiterfzg.
- VT_FIREFIGHTERS_RW, // Rüstwagen
- VT_FIREFIGHTERS_TLF, // Tanklöschfzg.
- VT_FIREFIGHTERS_LF, // Löschflugzeug
- VT_FIREFIGHTERS_FLB, // Feuerlöschboot
- VT_FIREFIGHTERS_LPF, // Löschpanzer
- VT_FIREFIGHTERS_FMB, // Feuerwehrmotorboot
- VT_FIREFIGHTERS_TFMB, // Transportfzg. für FMB
- VT_POLICE_SW, // Sonderwagen
- VT_POLICE_MTW, // Mannschaftstransportwagen
- VT_POLICE_PHC, // Polizeiheli
- VT_POLICE_STW, // Streifenwagen
- VT_POLICE_WAW, // Wasserwerfer
- VT_POLICE_GETAWAY, // Fluchtwagen im Besitz der Polizei
- VT_AMBULANCE_ITW, // Intensivtransportwagen
- VT_AMBULANCE_NEF, // Notarztfzg.
- VT_AMBULANCE_RHC, // Rettungsheli
- VT_AMBULANCE_RHF, // Rettungshundefzg.
- VT_AMBULANCE_RTW, // Rettungstransportwagen
- VT_TAXI,
- VT_BUS,
- VT_DRIVERCAR,
- VT_GANGSTER_GETAWAY, // Fluchtwagen im Besitz von Gangster
- VT_TV_HELI,
- VT_THW_FGRR_RL = 100, // bulldozer
- VT_THW_FGRR_TRL = 101, // Transportfzg. für RL
- VT_THW_FGRT_BH = 102,
- VT_FIREFIGHTERS_GTF = 200,
- VT_POLICE_GTW = 300,
- VT_AMBULANCE_TRANSEVAC = 400,
- VT_ALL_SQUAD_VEHICLES = 500, // nur der Komplettheit halber ...
- VT_NUMTYPES = VT_TV_HELI + 7
- };
Aufzählung der DoorActionTypes
Definierte Funktionen
Quellcode
- class Vehicle : public GameObject
- {
- public :
- Vehicle();
- Vehicle(const Vehicle& Obj_);
- Vehicle(const Actor* Act_);
- Vehicle(const GameObject* Obj_);
- ~Vehicle();
- virtual bool IsValid() const;
- void SetEnergy(float energy_);
- float GetEnergy() const;
- void SetMaxEnergy(float energy_); //Ab Version 1.3
- float GetMaxEnergy() const;
- bool IsDestroyed() const;
- bool IsSmoking() const;
- void Destroy(); //Zerstört das Fahrzeug wie bei einer Explosion, allerdings ohne Partikeleffekte und Explosionswelle
- void SetSmoking(bool smoking_); //Fängt an zu rauchen, verliert Energie und explodiert bzw. hört wieder auf zu rauchen
- void SetSmokeLevelDuration(float smokeLevelDuration_);
- float GetSmokeLevelDuration();
- int GetNumPassengers() const;
- PersonList GetPassengers() const;
- bool AddPassenger(Person &Passenger_);
- bool RemovePassenger(Person &Passenger_);
- int GetFreePassengers() const;
- void SetMaxPassengers(int max_, bool discard_ = false);
- bool IsInstalled();
- bool IsUplifted();
- bool IsUplifting();
- bool IsBasketEmpty();
- bool IsCannonInUse();
- bool IsFGRBEmpty();
- bool IsBucketMoving();
- bool IsBucketUp();
- int GetInstallTargetID() const;
- bool HasBoatUploaded();
- bool HasVehicleUploaded();
- bool IsParking() const;
- bool IsDecontaminating() const;
- void SetParking(bool parking_);
- int GetNumTransported() const;
- PersonList GetTransports() const;
- bool AddTransport(Person &Transported_);
- bool RemoveTransport(Person &Transported_);
- int GetFreeTransports() const;
- void SetMaxTransports(int max_, bool discard_ = false);
- const VehicleType GetVehicleType()const;
- void SetVehicleRole(VehicleType type_); //!< Handle with care!
- bool CheckUnloadPossible(GameObject *obj_, const Vector &V_) const;
- bool CheckUnloadPossible(GameObject *obj_, float _x, float _y, float _z);
- bool HasEnclosedPerson() const;
- bool SetEnclosedPerson(const char* name);
- bool RemoveEnclosedPerson();
- float GetValidLandingAngle(GameObject *target_, const Vector &Pos_) const;
- float IsValidLandingPosition(GameObject *target_, float x_, float y_, float z_) const;
- bool IsValidRopeDropPosition(GameObject *target_, const Vector &Pos_) const;
- bool IsValidEngineerDropPosition(GameObject *target_, const Vector &Pos_) const;
- bool IsValidRopeDropPosition(GameObject *target_, float x_, float y_, float z_) const;
- bool FindReachablePosition(GameObject* obj_, Vector &Pos_) const;
- bool FindReachablePosition(GameObject* obj_, float &tx_, float &ty_, float &tz_);
- bool CanBeDropped(const Vector &Pos_) const;
- bool CanBeDropped(float x_, float y_, float z_);
- bool CanBeDropped(GameObject* obj_);
- bool CanBeTaken(GameObject* obj_);
- int FindLandingStage(bool tfmb_, Vector &Pos_, float distFactor) const;
- int FindLandingStage(bool tfmb_, float &x_,float &y_, float &z_, float distFactor);
- bool FindLandingStageFMB(Vector &Pos_, float distFactor) const;
- bool FindLandingStageFMB(float &x_,float &y_, float &z_, float distFactor);
- int IsInLandingStage(bool tfmb_, Vector &Pos_, float distFactor) const;
- int IsInLandingStage(bool tfmb_, float &x_,float &y_, float &z_, float distFactor);
- bool IsReady() const; // only for fgrr
- bool IsOnGround() const;
- bool IsSearchlightOn() const;
- bool IsLightOn() const;
- bool HasTransportOnStretcher() const;
- bool HasEngineerOnBoard() const;
- GameObject GetFollowTarget() const;
- int GetBridgeInstallPoint(Vector &Pos_) const;
- int GetBridgeInstallPoint(float &x_, float &y_, float &z_);
- bool CheckExtinguishDistance(const GameObject &Object_);
- const char *GetStandardPath();
- void EnableAutoTarget(bool enable_);
- void SetIgnoreUserData(int data_);
- bool WasStoppedByRoadblock() const;
- bool IsDriveByShooting() const;
- bool AddRifleToGetawayCar();
- void ShootOutOfGetawayCar(GameObject *target_, float damage_);
- bool SetAutoShoot(bool enable_);
- bool GetAutoShoot() const;
- FireObject GetFireObject();
- void PlayAnimOpenDoor(DoorActionType doorType_, float time_, GameObject *Caller_=NULL);
- void PlayAnimOpenDoor(const char *name_, float time_, GameObject *Caller_=NULL); //Ab Version 1.3
- void PlayAnimCloseDoor(DoorActionType doorType_, float time_, GameObject *Caller_=NULL);
- void PlayAnimCloseDoor(const char *name_, float time_, GameObject *Caller_=NULL); //Ab Version 1.3
- bool IsConnectorFree() const;
- bool GetUsedConnectorPosition(GameObject *Caller_, Vector &Pos_);
- int GetNumUsedConnectors() const; //Ab Version 1.3
- bool IsUsingConnector(GameObject *Caller_);
- bool CanUnloadTransEvac() const;
- bool AddSquad(Person *person_);
- bool IsFirefighter() const;
- bool IsAmbulance() const;
- bool IsThw() const;
- bool IsPolice() const;
- bool IsCivilCar() const;
- void Damage(float amount_);
- bool AddTrainWaggon(GameObject *waggon_);
- bool RemoveTrainWaggon(GameObject *waggon_); //Ab Version 1.3
- int GetNumTrainWaggons(); //Ab Version 1.3
- void SetWaterStreamStartWidth(float width_); //Ab Version 1.3
- float GetWaterStreamStartWidth() const; //Ab Version 1.3
- void SetWaterStreamEndWidth(float width_); //Ab Version 1.3
- float GetWaterStreamEndWidth() const; //Ab Version 1.3
- int GetHeliSound();
- void SetSirenFile(const char * sirenFile_);
- };
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