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YimMenu/src/backend/looped/vehicle/vehicle_abilities.cpp

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#include "backend/looped_command.hpp"
#include "gta/enums.hpp"
#include "util/misc.hpp"
#include "util/vehicle.hpp"
#include <vehicle/CVehicleModelInfo.hpp>
namespace big
{
class vehicle_ability : looped_command
{
using looped_command::looped_command;
class vehicle_ability_helper
{
private:
static constexpr std::array<eVehicleAbilities, 4> m_abilities = {
eVehicleAbilities::JUMP,
eVehicleAbilities::ROCKET,
eVehicleAbilities::PARACHUTE,
eVehicleAbilities::RAMP_BUGGY,
};
private:
std::unordered_set<eVehicleAbilities> m_stock_abilities;
CVehicle* m_vehicle = nullptr;
uint16_t m_original_abilities;
public:
vehicle_ability_helper() = default;
vehicle_ability_helper(CVehicle* vehicle)
{
if (vehicle == nullptr || vehicle->m_model_info == nullptr)
return;
m_vehicle = vehicle;
const auto model_info = reinterpret_cast<CVehicleModelInfo*>(vehicle->m_model_info);
m_original_abilities = model_info->m_ability_flag;
for (const auto ability : m_abilities)
{
if (m_original_abilities >> (uint16_t)ability & 1)
{
m_stock_abilities.insert(ability);
}
}
}
/**
* @brief Gets the initial ability value of the vehicle.
*
* @param ability
* @return true
* @return false
*/
bool get_ability_default(eVehicleAbilities ability)
{
return m_stock_abilities.contains(ability);
}
/**
* @brief Checks if the currently bound CVehicle ptr has the flag enabled.
*
* @param ability
* @return true
* @return false
*/
bool has_ability(eVehicleAbilities ability)
{
return m_vehicle && m_vehicle->m_model_info && reinterpret_cast<CVehicleModelInfo*>(m_vehicle->m_model_info)->m_ability_flag >> (uint16_t)ability & 1;
}
/**
* @brief Resets the vehicle to its defaults safely!
*/
void reset_defaults()
{
if (m_vehicle && m_vehicle->m_model_info)
{
const auto model_info = reinterpret_cast<CVehicleModelInfo*>(m_vehicle->m_model_info);
model_info->m_ability_flag = m_original_abilities;
}
}
/**
* @brief Safely set the ability state of a vehicle.
*
* @param ability
* @param toggle
*/
void toggle_ability(eVehicleAbilities ability, bool toggle)
{
if (m_vehicle && m_vehicle->m_model_info)
{
const auto model_info = reinterpret_cast<CVehicleModelInfo*>(m_vehicle->m_model_info);
if (toggle)
misc::set_bits(&model_info->m_ability_flag, (uint16_t)ability);
else
misc::clear_bits(&model_info->m_ability_flag, (uint16_t)ability);
}
}
bool operator ==(const CVehicle* vehicle) const
{
return m_vehicle == vehicle;
}
} m_vehicle_ability_helper {};
virtual void on_enable() override
{
reset(g_local_player->m_vehicle);
}
virtual void on_tick() override
{
const auto curr_veh = g_local_player->m_vehicle;
if (curr_veh && !(g_local_player->m_ped_task_flag & (int)ePedTask::TASK_DRIVING))
{
m_vehicle_ability_helper.reset_defaults();
return;
}
if (m_vehicle_ability_helper != curr_veh)
{
reset(curr_veh);
}
m_vehicle_ability_helper.toggle_ability(eVehicleAbilities::JUMP, g.vehicle.abilities.jump);
m_vehicle_ability_helper.toggle_ability(eVehicleAbilities::ROCKET, g.vehicle.abilities.rocket);
m_vehicle_ability_helper.toggle_ability(eVehicleAbilities::PARACHUTE, g.vehicle.abilities.parachute);
m_vehicle_ability_helper.toggle_ability(eVehicleAbilities::RAMP_BUGGY, g.vehicle.abilities.ramp);
}
virtual void on_disable() override
{
reset(nullptr);
}
void reset(CVehicle* vehicle)
{
if (vehicle == nullptr)
{
m_vehicle_ability_helper = {};
g.vehicle.abilities = {};
return;
}
m_vehicle_ability_helper.reset_defaults();
m_vehicle_ability_helper = { vehicle };
// currently I'd keep overwriting the display values for what is default for the current vehicle
// should we always persist the user's choice onto the vehicle? or only the ones that are enabled?
// doesn't sound like too great of an idea for vehicles that have abilities by default and then suddenly they're disabled
g.vehicle.abilities.jump = m_vehicle_ability_helper.get_ability_default(eVehicleAbilities::JUMP);
g.vehicle.abilities.rocket = m_vehicle_ability_helper.get_ability_default(eVehicleAbilities::ROCKET);
g.vehicle.abilities.parachute = m_vehicle_ability_helper.get_ability_default(eVehicleAbilities::PARACHUTE);
g.vehicle.abilities.ramp = m_vehicle_ability_helper.get_ability_default(eVehicleAbilities::RAMP_BUGGY);
}
};
vehicle_ability
g_vehicle_ability("modifyvehicleability", "MODIFY_VEHICLE_ABILITY", "MODIFY_VEHICLE_ABILITY_DESC", g.vehicle.abilities.enabled);
bool_command g_jump_ability("jumpability", "BACKEND_LOOPED_VEHICLE_ABILITY_JUMP", "BACKEND_LOOPED_VEHICLE_ABILITY_JUMP_DESC",
g.vehicle.abilities.jump);
bool_command g_rocket_ability("rocketability", "BACKEND_LOOPED_VEHICLE_ABILITY_ROCKET", "BACKEND_LOOPED_VEHICLE_ABILITY_ROCKET_DESC",
g.vehicle.abilities.rocket);
bool_command g_parachute_ability("parachuteability", "BACKEND_LOOPED_VEHICLE_ABILITY_PARACHUTE", "BACKEND_LOOPED_VEHICLE_ABILITY_PARACHUTE_DESC",
g.vehicle.abilities.parachute);
bool_command g_ramp_ability("rampability", "BACKEND_LOOPED_VEHICLE_ABILITY_RAMP", "BACKEND_LOOPED_VEHICLE_ABILITY_RAMP_DESC",
g.vehicle.abilities.ramp);
}