#include "common.h"
#include "main.h"
#include "FileMgr.h"
#include "Physical.h"
#include "HandlingMgr.h"
//--MIAMI: done
cHandlingDataMgr mod_HandlingManager;
const char *HandlingFilename = "HANDLING.CFG";
const char VehicleNames[NUMHANDLINGS][14] = {
"LANDSTAL",
"IDAHO",
"STINGER",
"LINERUN",
"PEREN",
"SENTINEL",
"PATRIOT",
"FIRETRUK",
"TRASH",
"STRETCH",
"MANANA",
"INFERNUS",
"PONY",
"MULE",
"CHEETAH",
"AMBULAN",
"FBICAR",
"MOONBEAM",
"ESPERANT",
"TAXI",
"KURUMA",
"BOBCAT",
"MRWHOOP",
"BFINJECT",
"POLICE",
"ENFORCER",
"SECURICA",
"BANSHEE",
"BUS",
"RHINO",
"BARRACKS",
"TRAIN",
"FERRY",
"HELI",
"DODO",
"COACH",
"CABBIE",
"STALLION",
"RUMPO",
"RCBANDIT",
"MAFIA",
"AIRTRAIN",
"DEADDODO",
"FLATBED",
"YANKEE",
"BLISTA",
"BELLYUP",
"MRWONGS",
"YARDIE",
"YAKUZA",
"DIABLOS",
"COLUMB",
"HOODS",
"PANLANT",
"BORGNINE",
"CAMPVAN",
"BALLOT",
"SPIDER",
"SHELBY",
"PONTIAC",
"ESPRIT",
"MINI",
"HOTROD",
"SINDACCO",
"FORELLI",
"BIKE",
"MOPED",
"DIRTBIKE",
"ANGEL",
"DIRTBIK2",
"ANGE2",
"FREEWAY",
"PREDATOR",
"SPEEDER",
"REEFER",
"MAVERICK",
"COASTMAV",
"POLMAV",
"HUNTER",
"RCGOBLIN",
"RCCOPTER"
};
cHandlingDataMgr::cHandlingDataMgr(void)
{
memset(this, 0, sizeof(*this));
}
void
cHandlingDataMgr::Initialise(void)
{
LoadHandlingData();
field_0 = 0.1f;
fWheelFriction = 0.9f;
field_8 = 1.0f;
field_C = 0.8f;
field_10 = 0.98f;
}
void
cHandlingDataMgr::LoadHandlingData(void)
{
char *start, *end;
char line[201]; // weird value
char delim[4]; // not sure
char *word;
int field, handlingId;
int keepGoing;
tHandlingData *handling;
tFlyingHandlingData *flyingHandling;
tBoatHandlingData *boatHandling;
tBikeHandlingData *bikeHandling;
CFileMgr::SetDir("DATA");
CFileMgr::LoadFile(HandlingFilename, work_buff, sizeof(work_buff), "r");
CFileMgr::SetDir("");
start = (char*)work_buff;
end = start+1;
handling = nil;
flyingHandling = nil;
boatHandling = nil;
bikeHandling = nil;
keepGoing = 1;
while(keepGoing){
// find end of line
while(*end != '\n') end++;
// get line
strncpy(line, start, end - start);
line[end - start] = '\0';
start = end+1;
end = start+1;
// yeah, this is kinda crappy
if(strcmp(line, ";the end") == 0)
keepGoing = 0;
else if(line[0] != ';'){
if(line[0] == '!'){
// Bike data
field = 0;
strcpy(delim, " \t");
// FIX: game seems to use a do-while loop here
for(word = strtok(line, delim); word; word = strtok(nil, delim)){
switch(field){
case 0: break;
case 1:
handlingId = FindExactWord(word, (const char*)VehicleNames, 14, NUMHANDLINGS);
assert(handlingId >= 0 && handlingId < NUMHANDLINGS);
bikeHandling = GetBikePointer(handlingId);
bikeHandling->nIdentifier = (tVehicleType)handlingId;
break;
case 2: bikeHandling->fLeanFwdCOM = atof(word); break;
case 3: bikeHandling->fLeanFwdForce = atof(word); break;
case 4: bikeHandling->fLeanBakCOM = atof(word); break;
case 5: bikeHandling->fLeanBackForce = atof(word); break;
case 6: bikeHandling->fMaxLean = atof(word); break;
case 7: bikeHandling->fFullAnimLean = atof(word); break;
case 8: bikeHandling->fDesLean = atof(word); break;
case 9: bikeHandling->fSpeedSteer = atof(word); break;
case 10: bikeHandling->fSlipSteer = atof(word); break;
case 11: bikeHandling->fNoPlayerCOMz = atof(word); break;
case 12: bikeHandling->fWheelieAng = atof(word); break;
case 13: bikeHandling->fStoppieAng = atof(word); break;
case 14: bikeHandling->fWheelieSteer = atof(word); break;
case 15: bikeHandling->fWheelieStabMult = atof(word); break;
case 16: bikeHandling->fStoppieStabMult = atof(word); break;
}
field++;
}
ConvertBikeDataToGameUnits(bikeHandling);
}else if(line[0] == '$'){
// Flying data
field = 0;
strcpy(delim, " \t");
// FIX: game seems to use a do-while loop here
for(word = strtok(line, delim); word; word = strtok(nil, delim)){
switch(field){
case 0: break;
case 1:
handlingId = FindExactWord(word, (const char*)VehicleNames, 14, NUMHANDLINGS);
assert(handlingId >= 0 && handlingId < NUMHANDLINGS);
flyingHandling = GetFlyingPointer(handlingId);
flyingHandling->nIdentifier = (tVehicleType)handlingId;
break;
case 2: flyingHandling->fThrust = atof(word); break;
case 3: flyingHandling->fThrustFallOff = atof(word); break;
case 4: flyingHandling->fYaw = atof(word); break;
case 5: flyingHandling->fYawStab = atof(word); break;
case 6: flyingHandling->fSideSlip = atof(word); break;
case 7: flyingHandling->fRoll = atof(word); break;
case 8: flyingHandling->fRollStab = atof(word); break;
case 9: flyingHandling->fPitch = atof(word); break;
case 10: flyingHandling->fPitchStab = atof(word); break;
case 11: flyingHandling->fFormLift = atof(word); break;
case 12: flyingHandling->fAttackLift = atof(word); break;
case 13: flyingHandling->fMoveRes = atof(word); break;
case 14: flyingHandling->vecTurnRes.x = atof(word); break;
case 15: flyingHandling->vecTurnRes.y = atof(word); break;
case 16: flyingHandling->vecTurnRes.z = atof(word); break;
case 17: flyingHandling->vecSpeedRes.x = atof(word); break;
case 18: flyingHandling->vecSpeedRes.y = atof(word); break;
case 19: flyingHandling->vecSpeedRes.z = atof(word); break;
}
field++;
}
}else if(line[0] == '%'){
// Boat data
field = 0;
strcpy(delim, " \t");
// FIX: game seems to use a do-while loop here
for(word = strtok(line, delim); word; word = strtok(nil, delim)){
switch(field){
case 0: break;
case 1:
handlingId = FindExactWord(word, (const char*)VehicleNames, 14, NUMHANDLINGS);
assert(handlingId >= 0 && handlingId < NUMHANDLINGS);
boatHandling = GetBoatPointer(handlingId);
boatHandling->nIdentifier = (tVehicleType)handlingId;
break;
case 2: boatHandling->fThrustY = atof(word); break;
case 3: boatHandling->fThrustZ = atof(word); break;
case 4: boatHandling->fThrustAppZ = atof(word); break;
case 5: boatHandling->fAqPlaneForce = atof(word); break;
case 6: boatHandling->fAqPlaneLimit = atof(word); break;
case 7: boatHandling->fAqPlaneOffset = atof(word); break;
case 8: boatHandling->fWaveAudioMult = atof(word); break;
case 9: boatHandling->vecMoveRes.x = atof(word); break;
case 10: boatHandling->vecMoveRes.y = atof(word); break;
case 11: boatHandling->vecMoveRes.z = atof(word); break;
case 12: boatHandling->vecTurnRes.x = atof(word); break;
case 13: boatHandling->vecTurnRes.y = atof(word); break;
case 14: boatHandling->vecTurnRes.z = atof(word); break;
case 15: boatHandling->fLook_L_R_BehindCamHeight = atof(word); break;
}
field++;
}
}else{
field = 0;
strcpy(delim, " \t");
// FIX: game seems to use a do-while loop here
for(word = strtok(line, delim); word; word = strtok(nil, delim)){
switch(field){
case 0:
handlingId = FindExactWord(word, (const char*)VehicleNames, 14, NUMHANDLINGS);
assert(handlingId >= 0 && handlingId < NUMHANDLINGS);
handling = &HandlingData[handlingId];
handling->nIdentifier = (tVehicleType)handlingId;
break;
case 1: handling->fMass = atof(word); break;
case 2: handling->Dimension.x = atof(word); break;
case 3: handling->Dimension.y = atof(word); break;
case 4: handling->Dimension.z = atof(word); break;
case 5: handling->CentreOfMass.x = atof(word); break;
case 6: handling->CentreOfMass.y = atof(word); break;
case 7: handling->CentreOfMass.z = atof(word); break;
case 8: handling->nPercentSubmerged = atoi(word); break;
case 9: handling->fTractionMultiplier = atof(word); break;
case 10: handling->fTractionLoss = atof(word); break;
case 11: handling->fTractionBias = atof(word); break;
case 12: handling->Transmission.nNumberOfGears = atoi(word); break;
case 13: handling->Transmission.fMaxVelocity = atof(word); break;
case 14: handling->Transmission.fEngineAcceleration = atof(word) * 0.4; break;
case 15: handling->Transmission.nDriveType = word[0]; break;
case 16: handling->Transmission.nEngineType = word[0]; break;
case 17: handling->fBrakeDeceleration = atof(word); break;
case 18: handling->fBrakeBias = atof(word); break;
case 19: handling->bABS = !!atoi(word); break;
case 20: handling->fSteeringLock = atof(word); break;
case 21: handling->fSuspensionForceLevel = atof(word); break;
case 22: handling->fSuspensionDampingLevel = atof(word); break;
case 23: handling->fSeatOffsetDistance = atof(word); break;
case 24: handling->fCollisionDamageMultiplier = atof(word); break;
case 25: handling->nMonetaryValue = atoi(word); break;
case 26: handling->fSuspensionUpperLimit = atof(word); break;
case 27: handling->fSuspensionLowerLimit = atof(word); break;
case 28: handling->fSuspensionBias = atof(word); break;
case 29: handling->fSuspensionAntidiveMultiplier = atof(word); break;
case 30:
sscanf(word, "%x", &handling->Flags);
handling->Transmission.Flags = handling->Flags;
break;
case 31: handling->FrontLights = atoi(word); break;
case 32: handling->RearLights = atoi(word); break;
}
field++;
}
ConvertDataToGameUnits(handling);
}
}
}
}
int
cHandlingDataMgr::FindExactWord(const char *word, const char *words, int wordLen, int numWords)
{
int i;
for(i = 0; i < numWords; i++){
// BUG: the game does something really stupid here, it's fixed here
if(strncmp(word, words, wordLen) == 0)
return i;
words += wordLen;
}
return numWords;
}
void
cHandlingDataMgr::ConvertDataToGameUnits(tHandlingData *handling)
{
// convert distance to m, time to 1/50s
float velocity, a, b;
handling->Transmission.fEngineAcceleration *= 1.0f/(50.0f*50.0f);
handling->Transmission.fMaxVelocity *= 1000.0f/(60.0f*60.0f * 50.0f);
handling->fBrakeDeceleration *= 1.0f/(50.0f*50.0f);
handling->fTurnMass = (sq(handling->Dimension.x) + sq(handling->Dimension.y)) * handling->fMass / 12.0f;
if(handling->fTurnMass < 10.0f)
handling->fTurnMass *= 5.0f;
handling->fInvMass = 1.0f/handling->fMass;
handling->fCollisionDamageMultiplier *= 2000.0f/handling->fMass;
handling->fBuoyancy = 100.0f/handling->nPercentSubmerged * GRAVITY*handling->fMass;
// Don't quite understand this. What seems to be going on is that
// we calculate a drag (air resistance) deceleration for a given velocity and
// find the intersection between that and the max engine acceleration.
// at that point the car cannot accelerate any further and we've found the max velocity.
a = 0.0f;
b = 100.0f;
velocity = handling->Transmission.fMaxVelocity;
while(a < b && velocity > 0.0f){
velocity -= 0.01f;
// what's the 1/6?
a = handling->Transmission.fEngineAcceleration/6.0f;
// no density or drag coefficient here...
float a_drag = 0.5f*SQR(velocity) * handling->Dimension.x*handling->Dimension.z / handling->fMass;
// can't make sense of this... maybe v - v/(drag + 1) ? but that doesn't make so much sense either
b = -velocity * (1.0f/(a_drag + 1.0f) - 1.0f);
}
if(handling->nIdentifier == HANDLING_RCBANDIT){
handling->Transmission.fMaxCruiseVelocity = handling->Transmission.fMaxVelocity;
handling->Transmission.fMaxReverseVelocity = -handling->Transmission.fMaxVelocity;
}else if(handling->nIdentifier >= HANDLING_BIKE && handling->nIdentifier <= HANDLING_FREEWAY){
handling->Transmission.fMaxCruiseVelocity = velocity;
handling->Transmission.fMaxVelocity = velocity * 1.2f;
handling->Transmission.fMaxReverseVelocity = -0.05f;
}else{
handling->Transmission.fMaxCruiseVelocity = velocity;
handling->Transmission.fMaxVelocity = velocity * 1.2f;
handling->Transmission.fMaxReverseVelocity = -0.2f;
}
if(handling->Transmission.nDriveType == '4')
handling->Transmission.fEngineAcceleration /= 4.0f;
else
handling->Transmission.fEngineAcceleration /= 2.0f;
handling->Transmission.InitGearRatios();
}
void
cHandlingDataMgr::ConvertBikeDataToGameUnits(tBikeHandlingData *handling)
{
handling->fMaxLean = Sin(DEGTORAD(handling->fMaxLean));
handling->fFullAnimLean = DEGTORAD(handling->fFullAnimLean);
handling->fWheelieAng = Sin(DEGTORAD(handling->fWheelieAng));
handling->fStoppieAng = Sin(DEGTORAD(handling->fStoppieAng));
}
int32
cHandlingDataMgr::GetHandlingId(const char *name)
{
int i;
for(i = 0; i < NUMHANDLINGS; i++)
if(strncmp(VehicleNames[i], name, 14) == 0)
break;
return i;
}
tFlyingHandlingData*
cHandlingDataMgr::GetFlyingPointer(uint8 id)
{
if(id >= HANDLING_MAVERICK && id <= HANDLING_RCCOPTER)
return &FlyingHandlingData[id-HANDLING_MAVERICK];
return &FlyingHandlingData[0];
}
tBoatHandlingData*
cHandlingDataMgr::GetBoatPointer(uint8 id)
{
if(id >= HANDLING_PREDATOR && id <= HANDLING_MAVERICK)
return &BoatHandlingData[id-HANDLING_PREDATOR];
return &BoatHandlingData[0];
}