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107 lines
3.2 KiB
C++
107 lines
3.2 KiB
C++
/**
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* @file DXAPI.h
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* @brief The DXAPI is an API that allows you to manipulate various game objects
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* in Tribes 2 from raw C++ code. It dynamically resolves the addresses of member
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* variables as you can't really trust the compiler to produce binary compatible classes,
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* especially with all the inheritance involved in the original Tribes 2 codebase.
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*
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* This code wouldn't be possible without Linker's original gift on the-construct.net forums,
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* whose files are appropriately labelled in this codebase. These files have been edited where
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* appropriate in order to make that code play better with the DXAPI.
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*
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* @copyright (c) 2014 Robert MacGregor
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*/
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#pragma once
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#include "LinkerAPI.h"
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namespace DX
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{
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//! A typedef referring to some type of unresolved object in the game.
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typedef void* UnresolvedObject;
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class Projectile {};
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//! Structure representing a player object in the game.
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typedef struct
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{
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//! Object Name
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const char *name;
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//! Object ID
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const unsigned int &id;
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//! X Coordinate of the position.
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float &position_x;
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//! Y Coordinate of the position.
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float &position_y;
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//! Z Coordinate of the position.
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float &position_z;
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//! Player Object Jetting State (readonly, writing it doesn't do anything)
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const bool &is_jetting;
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//! Player Object Jumping State (readonly, writing it doesn't do anything)
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const bool &is_jumping;
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} Player;
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/**
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* @brief Returns a usable Player structure from a void
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* pointer.
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* @param obj A void pointer to attempt to resolve from.
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* @return A usable Player structure to manipulate.
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*/
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Player GetPlayerPointer(UnresolvedObject obj);
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//! Structure representing a static shape in the game.
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typedef struct
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{
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//! Object Name
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const char *name;
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//! X Coordinate of the position.
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float &position_x;
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//! Y Coordinate of the position.
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float &position_y;
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//! Z Coordinate of the position.
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float &position_z;
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} StaticShape;
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/**
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* @brief Returns a usable StaticShape structure from a void
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* pointer.
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* @param obj A void pointer to attempt to resolve from.
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* @return A usable StaticShape structure to manipulate.
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*/
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StaticShape GetStaticShapePointer(UnresolvedObject obj);
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//! Structure representing a SimGroup in the game.
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typedef struct
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{
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} SimGroup;
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/**
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* @brief Returns a usable SimGroup structure from a void
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* pointer.
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* @param obj A void pointer to attempt to resolve from.
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* @return A usable SimGroup structure to manipulate.
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*/
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SimGroup GetSimGroupPointer(UnresolvedObject obj);
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//! Structure representing a FlyingVehicle in the game.
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typedef struct
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{
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//! Strafing State. 0=Not Strafing. -1=Strafing Left. 1=Strafing Right (readonly, writing it doesn't do anything)
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const float &strafing_state;
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} FlyingVehicle;
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/**
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* @brief Returns a usable FlyingVehicle structure from a void
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* pointer.
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* @param obj A void pointer to attempt to resolve from.
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* @return A usable FlyingVehicle structure to manipulate.
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*/
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FlyingVehicle GetFlyingVehiclePointer(UnresolvedObject obj);
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void Projectile_explode(Projectile *obj, const Point3F &position, const Point3F &normal, const unsigned int collideType);
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} |