#include "common.h"
#include "main.h"
#include "General.h"
#include "Timer.h"
#include "Pad.h"
#include "Vehicle.h"
#include "Pools.h"
#include "HandlingMgr.h"
#include "CarCtrl.h"
#include "Population.h"
#include "ModelIndices.h"
#include "World.h"
#include "Lights.h"
#include "PointLights.h"
#include "Renderer.h"
#include "DMAudio.h"
#include "Radar.h"
#include "Fire.h"
#include "Darkel.h"
#include "Streaming.h"
bool CVehicle::bWheelsOnlyCheat;
bool CVehicle::bAllDodosCheat;
bool CVehicle::bCheat3;
bool CVehicle::bCheat4;
bool CVehicle::bCheat5;
#ifdef ALT_DODO_CHEAT
bool CVehicle::bAltDodoCheat;
#endif
bool CVehicle::m_bDisableMouseSteering = true;
void *CVehicle::operator new(size_t sz) { return CPools::GetVehiclePool()->New(); }
void *CVehicle::operator new(size_t sz, int handle) { return CPools::GetVehiclePool()->New(handle); }
void CVehicle::operator delete(void *p, size_t sz) { CPools::GetVehiclePool()->Delete((CVehicle*)p); }
void CVehicle::operator delete(void *p, int handle) { CPools::GetVehiclePool()->Delete((CVehicle*)p); }
#ifdef FIX_BUGS
// I think they meant that
#define DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE (MYRAND_MAX * 35 / 100)
#define DAMAGE_FLEE_ON_FOOT_PROBABILITY_VALUE (MYRAND_MAX * 70 / 100)
#else
#define DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE (35000)
#define DAMAGE_FLEE_ON_FOOT_PROBABILITY_VALUE (70000)
#endif
#define DAMAGE_HEALTH_TO_FLEE_ALWAYS (200.0f)
#define DAMAGE_HEALTH_TO_CATCH_FIRE (250.0f)
CVehicle::CVehicle(uint8 CreatedBy)
{
int i;
m_nCurrentGear = 0;
m_fChangeGearTime = 0;
m_fSteerRatio = 0.0f;
m_type = ENTITY_TYPE_VEHICLE;
VehicleCreatedBy = CreatedBy;
m_nRouteSeed = 0;
bIsLocked = false;
bIsLawEnforcer = false;
bIsAmbulanceOnDuty = false;
bIsFireTruckOnDuty = false;
CCarCtrl::UpdateCarCount(this, false);
m_fHealth = 1000.0f;
bEngineOn = true;
bFreebies = true;
pDriver = nil;
m_nNumPassengers = 0;
m_nNumGettingIn = 0;
m_nGettingInFlags = 0;
m_nGettingOutFlags = 0;
m_nNumMaxPassengers = ARRAY_SIZE(pPassengers);
for(i = 0; i < m_nNumMaxPassengers; i++)
pPassengers[i] = nil;
m_nBombTimer = 0;
m_pBlowUpEntity = nil;
m_nPacManPickupsCarried = 0;
bComedyControls = false;
bCraneMessageDone = false;
bExtendedRange = false;
bTakeLessDamage = false;
bIsDamaged = false;
bFadeOut = false;
bIsBeingCarJacked = false;
m_nTimeOfDeath = 0;
m_pCarFire = nil;
bHasBeenOwnedByPlayer = false;
bCreateRoadBlockPeds = false;
bCanBeDamaged = true;
bUsingSpecialColModel = false;
bOccupantsHaveBeenGenerated = false;
bGunSwitchedOff = false;
m_nGunFiringTime = 0;
m_nTimeBlocked = 0;
bLightsOn = false;
bVehicleColProcessed = false;
m_numPedsUseItAsCover = 0;
bIsCarParkVehicle = false;
bHasAlreadyBeenRecorded = false;
m_bSirenOrAlarm = 0;
m_nCarHornTimer = 0;
m_nCarHornPattern = 0;
bPartOfConvoy = false;
bCreatedAsPoliceVehicle = false;
bParking = false;
m_nAlarmState = 0;
m_nDoorLock = CARLOCK_UNLOCKED;
m_nLastWeaponDamage = -1;
m_fMapObjectHeightAhead = m_fMapObjectHeightBehind = 0.0f;
m_audioEntityId = DMAudio.CreateEntity(AUDIOTYPE_PHYSICAL, this);
if(m_audioEntityId >= 0)
DMAudio.SetEntityStatus(m_audioEntityId, true);
m_nRadioStation = CGeneral::GetRandomNumber() % USERTRACK;
m_pCurGroundEntity = nil;
m_bRainAudioCounter = 0;
m_bRainSamplesCounter = 0;
m_comedyControlState = 0;
m_aCollPolys[0].valid = false;
m_aCollPolys[1].valid = false;
AutoPilot.m_nCarMission = MISSION_NONE;
AutoPilot.m_nTempAction = TEMPACT_NONE;
AutoPilot.m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();
AutoPilot.m_bStayInCurrentLevel = false;
AutoPilot.m_bIgnorePathfinding = false;
AutoPilot.m_nSwitchDistance = 20;
}
CVehicle::~CVehicle()
{
m_nAlarmState = 0;
if (m_audioEntityId >= 0){
DMAudio.DestroyEntity(m_audioEntityId);
m_audioEntityId = -5;
}
CRadar::ClearBlipForEntity(BLIP_CAR, CPools::GetVehiclePool()->GetIndex(this));
if (pDriver)
pDriver->FlagToDestroyWhenNextProcessed();
for (int i = 0; i < m_nNumMaxPassengers; i++){
if (pPassengers[i])
pPassengers[i]->FlagToDestroyWhenNextProcessed();
}
if (m_pCarFire)
m_pCarFire->Extinguish();
CCarCtrl::UpdateCarCount(this, true);
if (bIsAmbulanceOnDuty){
CCarCtrl::NumAmbulancesOnDuty--;
bIsAmbulanceOnDuty = false;
}
if (bIsFireTruckOnDuty){
CCarCtrl::NumFiretrucksOnDuty--;
bIsFireTruckOnDuty = false;
}
}
void
CVehicle::SetModelIndex(uint32 id)
{
CEntity::SetModelIndex(id);
m_aExtras[0] = CVehicleModelInfo::ms_compsUsed[0];
m_aExtras[1] = CVehicleModelInfo::ms_compsUsed[1];
m_nNumMaxPassengers = CVehicleModelInfo::GetMaximumNumberOfPassengersFromNumberOfDoors(id);
}
bool
CVehicle::SetupLighting(void)
{
ActivateDirectional();
SetAmbientColoursForPedsCarsAndObjects();
if(bRenderScorched){
WorldReplaceNormalLightsWithScorched(Scene.world, 0.1f);
}else{
CVector coors = GetPosition();
float lighting = CPointLights::GenerateLightsAffectingObject(&coors);
if(!bHasBlip && lighting != 1.0f){
SetAmbientAndDirectionalColours(lighting);
return true;
}
}
return false;
}
void
CVehicle::RemoveLighting(bool reset)
{
CRenderer::RemoveVehiclePedLights(this, reset);
}
float
CVehicle::GetHeightAboveRoad(void)
{
return -1.0f * GetColModel()->boundingBox.min.z;
}
const float fRCPropFallOff = 3.0f;
const float fRCAeroThrust = 0.003f;
const float fRCSideSlipMult = 0.1f;
const float fRCRudderMult = 0.2f;
const float fRCYawMult = -0.01f;
const float fRCRollMult = 0.02f;
const float fRCRollStabilise = -0.08f;
const float fRCPitchMult = 0.005f;
const float fRCTailMult = 0.3f;
const float fRCFormLiftMult = 0.02f;
const float fRCAttackLiftMult = 0.25f;
const CVector vecRCAeroResistance(0.998f, 0.998f, 0.9f);
const float fSeaPropFallOff = 2.3f;
const float fSeaThrust = 0.002f;
const float fSeaSideSlipMult = 0.1f;
const float fSeaRudderMult = 0.01f;
const float fSeaYawMult = -0.0003f;
const float fSeaRollMult = 0.0015f;
const float fSeaRollStabilise = -0.01f;
const float fSeaPitchMult = 0.0002f;
const float fSeaTailMult = 0.01f;
const float fSeaFormLiftMult = 0.012f;
const float fSeaAttackLiftMult = 0.1f;
const CVector vecSeaAeroResistance(0.995f, 0.995f, 0.85f);
const float fSpeedResistanceY = 500.0f;
const float fSpeedResistanceZ = 500.0f;
const CVector vecHeliMoveRes(0.995f, 0.995f, 0.99f);
const CVector vecRCHeliMoveRes(0.99f, 0.99f, 0.99f);
const float fThrustVar = 0.3f;
const float fRotorFallOff = 0.75f;
const float fStabiliseVar = 0.015f;
const float fPitchBrake = 10.0f;
const float fPitchVar = 0.006f;
const float fRollVar = 0.006f;
const float fYawVar = -0.001f;
const CVector vecHeliResistance(0.81f, 0.85f, 0.99f);
const CVector vecRCHeliResistance(0.92f, 0.92f, 0.998f);
const float fSpinSpeedRes = 20.0f;
void
CVehicle::FlyingControl(eFlightModel flightModel)
{
switch(flightModel){
case FLIGHT_MODEL_DODO:
{
// This seems pretty magic
// Move Left/Right
float moveSpeed = m_vecMoveSpeed.Magnitude();
float sideSpeed = DotProduct(m_vecMoveSpeed, GetRight());
float sideImpulse = -1.0f * sideSpeed / moveSpeed;
float fwdSpeed = DotProduct(m_vecMoveSpeed, GetForward());
float magic = m_vecMoveSpeed.MagnitudeSqr() * sq(fwdSpeed);
float turnImpulse = (sideImpulse*0.003f + m_fSteerAngle*0.001f) *
magic*m_fTurnMass*CTimer::GetTimeStep();
ApplyTurnForce(turnImpulse*GetRight(), -4.0f*GetForward());
float impulse = sideImpulse*0.2f *
magic*m_fMass*CTimer::GetTimeStep();
ApplyMoveForce(impulse*GetRight());
ApplyTurnForce(impulse*GetRight(), 2.0f*GetUp());
// Move Up/Down
moveSpeed = m_vecMoveSpeed.Magnitude();
float upSpeed = DotProduct(m_vecMoveSpeed, GetUp());
float upImpulse = -1.0f * upSpeed / moveSpeed;
turnImpulse = (upImpulse*0.002f + -CPad::GetPad(0)->GetSteeringUpDown()/128.0f*0.001f) *
magic*m_fTurnMass*CTimer::GetTimeStep();
ApplyTurnForce(turnImpulse*GetUp(), -4.0f*GetForward());
impulse = (upImpulse*3.5f + 0.5f)*0.05f *
magic*m_fMass*CTimer::GetTimeStep();
if(GRAVITY*m_fMass*CTimer::GetTimeStep() < impulse &&
GetPosition().z > 100.0f)
impulse = 0.9f*GRAVITY*m_fMass*CTimer::GetTimeStep();
CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
ApplyMoveForce(impulse*GetUp());
ApplyTurnForce(impulse*GetUp(), 2.0f*GetUp() + com);
m_vecTurnSpeed.y *= Pow(0.9f, CTimer::GetTimeStep());
moveSpeed = m_vecMoveSpeed.MagnitudeSqr();
if(moveSpeed > SQR(1.5f))
m_vecMoveSpeed *= 1.5f/Sqrt(moveSpeed);
float turnSpeed = m_vecTurnSpeed.MagnitudeSqr();
if(turnSpeed > SQR(0.2f))
m_vecTurnSpeed *= 0.2f/Sqrt(turnSpeed);
}
break;
case FLIGHT_MODEL_RCPLANE:
case FLIGHT_MODEL_SEAPLANE:
{
// thrust
float fForwSpeed = DotProduct(GetMoveSpeed(), GetForward());
CVector vecWidthForward = GetColModel()->boundingBox.min.y * GetForward();
float fThrust = (CPad::GetPad(0)->GetAccelerate() - CPad::GetPad(0)->GetBrake()) / 255.0f;
if (fForwSpeed > 0.1f || (flightModel == FLIGHT_MODEL_RCPLANE && fForwSpeed > 0.02f))
fThrust += 1.0f;
else if (fForwSpeed > 0.0f && fThrust < 0.0f)
fThrust = 0.0f;
float fThrustImpulse;
if (flightModel == FLIGHT_MODEL_RCPLANE)
fThrustImpulse = (fThrust - fRCPropFallOff * fForwSpeed) * fRCAeroThrust;
else
fThrustImpulse = (fThrust - fSeaPropFallOff * fForwSpeed) * fSeaThrust;
ApplyMoveForce(fThrustImpulse * GetForward() * m_fMass * CTimer::GetTimeStep());
// left/right
float fSideSpeed = -DotProduct(GetMoveSpeed(), GetRight());
float fSteerLR = CPad::GetPad(0)->GetSteeringLeftRight() / 128.0f;
float fSideSlipImpulse;
if (flightModel == FLIGHT_MODEL_RCPLANE)
fSideSlipImpulse = Abs(fSideSpeed) * fSideSpeed * fRCSideSlipMult;
else
fSideSlipImpulse = Abs(fSideSpeed) * fSideSpeed * fSeaSideSlipMult;
ApplyMoveForce(m_fMass * GetRight() * fSideSlipImpulse * CTimer::GetTimeStep());
float fYaw = -DotProduct(CrossProduct(m_vecTurnSpeed + m_vecTurnFriction, vecWidthForward) + m_vecMoveSpeed + m_vecMoveFriction, GetRight());
float fYawImpulse;
if (flightModel == FLIGHT_MODEL_RCPLANE)
fYawImpulse = fRCRudderMult * fYaw * Abs(fYaw) + fRCYawMult * fSteerLR * fForwSpeed;
else
fYawImpulse = fSeaRudderMult * fYaw * Abs(fYaw) + fSeaYawMult * fSteerLR * fForwSpeed;
ApplyTurnForce(fYawImpulse * GetRight() * m_fTurnMass * CTimer::GetTimeStep(), vecWidthForward);
float fRollImpulse;
if (flightModel == FLIGHT_MODEL_RCPLANE) {
float fDirectionMultiplier = CPad::GetPad(0)->GetLookRight();
if (CPad::GetPad(0)->GetLookLeft())
fDirectionMultiplier = -1;
fRollImpulse = (0.5f * fDirectionMultiplier + fSteerLR) * fRCRollMult;
}
else
fRollImpulse = fSteerLR * fSeaRollMult;
ApplyTurnForce(GetRight() * fRollImpulse * fForwSpeed * m_fTurnMass * CTimer::GetTimeStep(), GetUp());
CVector vecFRight = CrossProduct(GetForward(), CVector(0.0f, 0.0f, 1.0f));
CVector vecStabilise = (GetUp().z > 0.0f) ? vecFRight : -vecFRight;
float fStabiliseDirection = (GetRight().z > 0.0f) ? -1.0f : 1.0f;
float fStabiliseImpulse;
if (flightModel == FLIGHT_MODEL_RCPLANE)
fStabiliseImpulse = fRCRollStabilise * fStabiliseDirection * (1.0f - DotProduct(GetRight(), vecStabilise)) * (1.0f - Abs(GetForward().z));
else
fStabiliseImpulse = fSeaRollStabilise * fStabiliseDirection * (1.0f - DotProduct(GetRight(), vecStabilise)) * (1.0f - Abs(GetForward().z));
ApplyTurnForce(fStabiliseImpulse * m_fTurnMass * GetRight(), GetUp()); // no CTimer::GetTimeStep(), is it right? VC doesn't have it too
// up/down
float fTail = -DotProduct(CrossProduct(m_vecTurnSpeed + m_vecTurnFriction, vecWidthForward) + m_vecMoveSpeed + m_vecMoveFriction, GetUp());
float fSteerUD = -CPad::GetPad(0)->GetSteeringUpDown() / 128.0f;
float fPitchImpulse;
if (flightModel == FLIGHT_MODEL_RCPLANE)
fPitchImpulse = fRCTailMult * fTail * Abs(fTail) + fRCPitchMult * fSteerUD * fForwSpeed;
else
fPitchImpulse = fSeaTailMult * fTail * Abs(fTail) + fSeaPitchMult * fSteerUD * fForwSpeed;
ApplyTurnForce(fPitchImpulse * m_fTurnMass * GetUp() * CTimer::GetTimeStep(), vecWidthForward);
float fLift = -DotProduct(GetMoveSpeed(), GetUp()) / Max(0.01f, GetMoveSpeed().Magnitude());
float fLiftImpluse;
if (flightModel == FLIGHT_MODEL_RCPLANE)
fLiftImpluse = (fRCAttackLiftMult * fLift + fRCFormLiftMult) * fForwSpeed * fForwSpeed;
else
fLiftImpluse = (fSeaAttackLiftMult * fLift + fSeaFormLiftMult) * fForwSpeed * fForwSpeed;
float fLiftForce = fLiftImpluse * m_fMass * CTimer::GetTimeStep();
if (GRAVITY * CTimer::GetTimeStep() * m_fMass < fLiftImpluse) {
if (flightModel == FLIGHT_MODEL_RCPLANE && GetPosition().z > 50.0f)
fLiftForce = CTimer::GetTimeStep() * 0.0072 * m_fMass;
else if (flightModel == FLIGHT_MODEL_SEAPLANE && GetPosition().z > 80.0f)
fLiftForce = CTimer::GetTimeStep() * 0.0072 * m_fMass;
}
ApplyMoveForce(fLiftForce * GetUp());
CVector vecResistance;
if (flightModel == FLIGHT_MODEL_RCPLANE)
vecResistance = vecRCAeroResistance;
else
vecResistance = vecSeaAeroResistance;
float rX = Pow(vecResistance.x, CTimer::GetTimeStep());
float rY = Pow(vecResistance.y, CTimer::GetTimeStep());
float rZ = Pow(vecResistance.z, CTimer::GetTimeStep());
CVector vecTurnSpeed = Multiply3x3(m_vecTurnSpeed, GetMatrix());
vecTurnSpeed.x *= rX;
float fResistance = vecTurnSpeed.y * (1.0f / (fSpeedResistanceY * SQR(vecTurnSpeed.y) + 1.0f)) * rY - vecTurnSpeed.y;
vecTurnSpeed.z *= rZ;
m_vecTurnSpeed = Multiply3x3(GetMatrix(), vecTurnSpeed);
ApplyTurnForce(-GetUp() * fResistance * m_fTurnMass, GetRight() + Multiply3x3(GetMatrix(), m_vecCentreOfMass));
break;
}
case FLIGHT_MODEL_HELI:
{
CVector vecMoveResistance;
if (GetModelIndex() == MI_SPARROW)
vecMoveResistance = vecHeliMoveRes;
else
vecMoveResistance = vecRCHeliMoveRes;
float rmX = Pow(vecMoveResistance.x, CTimer::GetTimeStep());
float rmY = Pow(vecMoveResistance.y, CTimer::GetTimeStep());
float rmZ = Pow(vecMoveResistance.z, CTimer::GetTimeStep());
m_vecMoveSpeed.x *= rmX;
m_vecMoveSpeed.y *= rmY;
m_vecMoveSpeed.z *= rmZ;
if (GetStatus() != STATUS_PLAYER && GetStatus() != STATUS_PLAYER_REMOTE)
return;
float fThrust;
if (bCheat5)
fThrust = CPad::GetPad(0)->GetSteeringUpDown() * fThrustVar / 128.0f + 0.95f;
else
fThrust = fThrustVar * (CPad::GetPad(0)->GetAccelerate() - 2 * CPad::GetPad(0)->GetBrake()) / 255.0f + 0.95f;
fThrust -= fRotorFallOff * DotProduct(m_vecMoveSpeed, GetUp());
#ifdef GTA3_1_1_PATCH
if (fThrust > 0.9f && GetPosition().z > 80.0f)
fThrust = 0.9f;
#endif
ApplyMoveForce(GRAVITY * GetUp() * fThrust * m_fMass * CTimer::GetTimeStep());
if (GetUp().z > 0.0f)
ApplyTurnForce(-CVector(GetUp().x, GetUp().y, 0.0f) * fStabiliseVar * m_fTurnMass * CTimer::GetTimeStep(), GetUp());
float fRoll, fPitch, fYaw;
if (bCheat5) {
fPitch = CPad::GetPad(0)->GetCarGunUpDown() / 128.0f;
fRoll = -CPad::GetPad(0)->GetSteeringLeftRight() / 128.0f;
fYaw = CPad::GetPad(0)->GetCarGunLeftRight() / 128.0f;
}
else {
fPitch = CPad::GetPad(0)->GetSteeringUpDown() / 128.0f;
fYaw = CPad::GetPad(0)->GetLookRight();
if (CPad::GetPad(0)->GetLookLeft())
fYaw = -1.0f;
fRoll = -CPad::GetPad(0)->GetSteeringLeftRight() / 128.0f;
}
if (CPad::GetPad(0)->GetHorn()) {
fYaw = 0.0f;
fPitch = clamp(10.0f * DotProduct(m_vecMoveSpeed, GetUp()), -200.0f, 1.3f);
fRoll = clamp(10.0f * DotProduct(m_vecMoveSpeed, GetRight()), -200.0f, 1.3f);
}
ApplyTurnForce(fPitch * GetUp() * fPitchVar * m_fTurnMass * CTimer::GetTimeStep(), GetForward());
ApplyTurnForce(fRoll * GetUp() * fRollVar * m_fTurnMass * CTimer::GetTimeStep(), GetRight());
ApplyTurnForce(fYaw * GetForward() * fYawVar * m_fTurnMass * CTimer::GetTimeStep(), GetRight());
CVector vecResistance;
if (GetModelIndex() == MI_SPARROW)
vecResistance = vecHeliResistance;
else
vecResistance = vecRCHeliResistance;
float rX = Pow(vecResistance.x, CTimer::GetTimeStep());
float rY = Pow(vecResistance.y, CTimer::GetTimeStep());
float rZ = Pow(vecResistance.z, CTimer::GetTimeStep());
CVector vecTurnSpeed = Multiply3x3(m_vecTurnSpeed, GetMatrix());
float fResistanceMultiplier = Pow(1.0f / (fSpinSpeedRes * SQR(vecTurnSpeed.z) + 1.0f), CTimer::GetTimeStep());
float fResistance = vecTurnSpeed.z * fResistanceMultiplier - vecTurnSpeed.z;
vecTurnSpeed.x *= rX;
vecTurnSpeed.y *= rY;
vecTurnSpeed.z *= rZ;
m_vecTurnSpeed = Multiply3x3(GetMatrix(), vecTurnSpeed);
ApplyTurnForce(-GetRight() * fResistance * m_fTurnMass, GetForward() + Multiply3x3(GetMatrix(), m_vecCentreOfMass));
break;
}
}
}
void
CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint,
int32 wheelsOnGround, float thrust, float brake, float adhesion, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, uint16 wheelStatus)
{
// BUG: using statics here is probably a bad idea
static bool bAlreadySkidding = false; // this is never reset
static bool bBraking;
static bool bDriving;
// how much force we want to apply in these axes
float fwd = 0.0f;
float right = 0.0f;
bBraking = brake != 0.0f;
if(bBraking)
thrust = 0.0f;
bDriving = thrust != 0.0f;
float contactSpeedFwd = DotProduct(wheelContactSpeed, wheelFwd);
float contactSpeedRight = DotProduct(wheelContactSpeed, wheelRight);
if(*wheelState != WHEEL_STATE_NORMAL)
bAlreadySkidding = true;
*wheelState = WHEEL_STATE_NORMAL;
adhesion *= CTimer::GetTimeStep();
if(bAlreadySkidding)
adhesion *= pHandling->fTractionLoss;
// moving sideways
if(contactSpeedRight != 0.0f){
// exert opposing force
right = -contactSpeedRight/wheelsOnGround;
if(wheelStatus == WHEEL_STATUS_BURST){
float fwdspeed = Min(contactSpeedFwd, 0.3f);
right += fwdspeed * CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
}
}
if(bDriving){
fwd = thrust;
// limit sideways force (why?)
if(right > 0.0f){
if(right > adhesion)
right = adhesion;
}else{
if(right < -adhesion)
right = -adhesion;
}
}else if(contactSpeedFwd != 0.0f){
fwd = -contactSpeedFwd/wheelsOnGround;
if(!bBraking){
if(m_fGasPedal < 0.01f){
if(GetModelIndex() == MI_RCBANDIT)
brake = 0.2f * mod_HandlingManager.field_4 / m_fMass;
else
brake = mod_HandlingManager.field_4 / m_fMass;
}
}
if(brake > adhesion){
if(Abs(contactSpeedFwd) > 0.005f)
*wheelState = WHEEL_STATE_FIXED;
}else {
if(fwd > 0.0f){
if(fwd > brake)
fwd = brake;
}else{
if(fwd < -brake)
fwd = -brake;
}
}
}
if(sq(adhesion) < sq(right) + sq(fwd)){
if(*wheelState != WHEEL_STATE_FIXED){
if(bDriving && contactSpeedFwd < 0.2f)
*wheelState = WHEEL_STATE_SPINNING;
else
*wheelState = WHEEL_STATE_SKIDDING;
}
float l = Sqrt(sq(right) + sq(fwd));
float tractionLoss = bAlreadySkidding ? 1.0f : pHandling->fTractionLoss;
right *= adhesion * tractionLoss / l;
fwd *= adhesion * tractionLoss / l;
}
if(fwd != 0.0f || right != 0.0f){
CVector direction = fwd*wheelFwd + right*wheelRight;
float speed = direction.Magnitude();
direction.Normalise();
float impulse = speed*m_fMass;
float turnImpulse = speed*GetMass(wheelContactPoint, direction);
ApplyMoveForce(impulse * direction);
ApplyTurnForce(turnImpulse * direction, wheelContactPoint);
}
}
float
CVehicle::ProcessWheelRotation(tWheelState state, const CVector &fwd, const CVector &speed, float radius)
{
float angularVelocity;
switch(state){
case WHEEL_STATE_SPINNING:
angularVelocity = -1.1f; // constant speed forward
break;
case WHEEL_STATE_FIXED:
angularVelocity = 0.0f; // not moving
break;
default:
angularVelocity = -DotProduct(fwd, speed) / radius; // forward speed
break;
}
return angularVelocity * CTimer::GetTimeStep();
}
void
CVehicle::InflictDamage(CEntity* damagedBy, eWeaponType weaponType, float damage)
{
if (!bCanBeDamaged)
return;
if (bOnlyDamagedByPlayer && (damagedBy != FindPlayerPed() && damagedBy != FindPlayerVehicle()))
return;
bool bFrightensDriver = false;
switch (weaponType) {
case WEAPONTYPE_UNARMED:
case WEAPONTYPE_BASEBALLBAT:
if (bMeleeProof)
return;
break;
case WEAPONTYPE_COLT45:
case WEAPONTYPE_UZI:
case WEAPONTYPE_TEC9:
case WEAPONTYPE_SILENCED_INGRAM:
case WEAPONTYPE_MP5:
case WEAPONTYPE_SHOTGUN:
case WEAPONTYPE_AK47:
case WEAPONTYPE_M16:
case WEAPONTYPE_SNIPERRIFLE:
case WEAPONTYPE_HELICANNON:
case WEAPONTYPE_UZI_DRIVEBY:
if (bBulletProof)
return;
bFrightensDriver = true;
break;
case WEAPONTYPE_ROCKETLAUNCHER:
case WEAPONTYPE_MOLOTOV:
case WEAPONTYPE_GRENADE:
case WEAPONTYPE_EXPLOSION:
if (bExplosionProof)
return;
bFrightensDriver = true;
break;
case WEAPONTYPE_FLAMETHROWER:
if (bFireProof)
return;
break;
case WEAPONTYPE_RAMMEDBYCAR:
if (bCollisionProof)
return;
break;
default:
break;
}
if (m_fHealth > 0.0f) {
if (VehicleCreatedBy == RANDOM_VEHICLE && pDriver &&
(GetStatus() == STATUS_SIMPLE || GetStatus() == STATUS_PHYSICS) &&
AutoPilot.m_nCarMission == MISSION_CRUISE) {
if (m_randomSeed < DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE) {
CCarCtrl::SwitchVehicleToRealPhysics(this);
AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * pHandling->Transmission.fUnkMaxVelocity;
SetStatus(STATUS_PHYSICS);
}
}
m_nLastWeaponDamage = weaponType;
float oldHealth = m_fHealth;
if (m_fHealth > damage) {
m_fHealth -= damage;
if (VehicleCreatedBy == RANDOM_VEHICLE &&
(m_fHealth < DAMAGE_HEALTH_TO_FLEE_ALWAYS ||
bFrightensDriver && m_randomSeed > DAMAGE_FLEE_ON_FOOT_PROBABILITY_VALUE)) {
switch (GetStatus()) {
case STATUS_SIMPLE:
case STATUS_PHYSICS:
if (pDriver) {
SetStatus(STATUS_ABANDONED);
pDriver->bFleeAfterExitingCar = true;
pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this);
}
for (int i = 0; i < m_nNumMaxPassengers; i++) {
if (pPassengers[i]) {
pPassengers[i]->bFleeAfterExitingCar = true;
pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this);
}
}
break;
default:
break;
}
}
if (oldHealth > DAMAGE_HEALTH_TO_CATCH_FIRE && m_fHealth < DAMAGE_HEALTH_TO_CATCH_FIRE) {
if (IsCar()) {
CAutomobile* pThisCar = (CAutomobile*)this;
pThisCar->Damage.SetEngineStatus(ENGINE_STATUS_ON_FIRE);
pThisCar->m_pSetOnFireEntity = damagedBy;
if (damagedBy)
damagedBy->RegisterReference((CEntity**)&pThisCar->m_pSetOnFireEntity);
}
}
}
else {
m_fHealth = 0.0f;
if (weaponType == WEAPONTYPE_EXPLOSION) {
// between 1000 and 3047. Also not very nice: can't be saved by respray or cheat
m_nBombTimer = 1000 + CGeneral::GetRandomNumber() & 0x7FF;
m_pBlowUpEntity = damagedBy;
if (damagedBy)
damagedBy->RegisterReference((CEntity**)&m_pBlowUpEntity);
}
else
BlowUpCar(damagedBy);
}
}
#ifdef FIX_BUGS // removing dumb case when shooting police car in player's own garage gives wanted level
if (GetModelIndex() == MI_POLICE && damagedBy == FindPlayerPed() && !bHasBeenOwnedByPlayer)
#else
if (GetModelIndex() == MI_POLICE && damagedBy == FindPlayerPed())
#endif
FindPlayerPed()->SetWantedLevelNoDrop(1);
}
void
CVehicle::DoFixedMachineGuns(void)
{
if(CPad::GetPad(0)->GetCarGunFired() && !bGunSwitchedOff){
FireFixedMachineGuns();
}else{
if(CTimer::GetTimeInMilliseconds() > m_nGunFiringTime + 1400)
m_nAmmoInClip = 20;
}
}
void
CVehicle::FireFixedMachineGuns(void)
{
if (CTimer::GetTimeInMilliseconds() <= m_nGunFiringTime + 150)
return;
CVector source, target;
float dx, dy, len;
dx = GetForward().x;
dy = GetForward().y;
len = Sqrt(SQR(dx) + SQR(dy));
if (len < 0.1f) len = 0.1f;
dx /= len;
dy /= len;
m_nGunFiringTime = CTimer::GetTimeInMilliseconds();
source = GetMatrix() * CVector(2.0f, 2.5f, 1.0f);
target = source + CVector(dx, dy, 0.0f) * 60.0f;
target += CVector(
((CGeneral::GetRandomNumber() & 0xFF) - 128) * 0.015f,
((CGeneral::GetRandomNumber() & 0xFF) - 128) * 0.015f,
((CGeneral::GetRandomNumber() & 0xFF) - 128) * 0.02f);
CWeapon::DoTankDoomAiming(this, pDriver, &source, &target);
FireOneInstantHitRound(&source, &target, 15);
source = GetMatrix() * CVector(-2.0f, 2.5f, 1.0f);
target = source + CVector(dx, dy, 0.0f) * 60.0f;
target += CVector(
((CGeneral::GetRandomNumber() & 0xFF) - 128) * 0.015f,
((CGeneral::GetRandomNumber() & 0xFF) - 128) * 0.015f,
((CGeneral::GetRandomNumber() & 0xFF) - 128) * 0.02f);
CWeapon::DoTankDoomAiming(this, pDriver, &source, &target);
FireOneInstantHitRound(&source, &target, 15);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f);
m_nAmmoInClip--;
if (m_nAmmoInClip == 0) {
m_nAmmoInClip = 20;
m_nGunFiringTime = CTimer::GetTimeInMilliseconds() + 1400;
}
}
void
CVehicle::ExtinguishCarFire(void)
{
m_fHealth = Max(m_fHealth, 300.0f);
if(m_pCarFire)
m_pCarFire->Extinguish();
if(IsCar()){
CAutomobile *car = (CAutomobile*)this;
if(car->Damage.GetEngineStatus() >= ENGINE_STATUS_ON_FIRE)
car->Damage.SetEngineStatus(ENGINE_STATUS_ON_FIRE-10);
car->m_fFireBlowUpTimer = 0.0f;
}
}
bool
CVehicle::ShufflePassengersToMakeSpace(void)
{
if (m_nNumPassengers >= m_nNumMaxPassengers)
return false;
if (pPassengers[1] &&
!(m_nGettingInFlags & CAR_DOOR_FLAG_LR) &&
IsRoomForPedToLeaveCar(COMPONENT_DOOR_REAR_LEFT, nil)) {
if (!pPassengers[2] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RR)) {
pPassengers[2] = pPassengers[1];
pPassengers[1] = nil;
pPassengers[2]->m_vehEnterType = CAR_DOOR_RR;
return true;
}
if (!pPassengers[0] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RF)) {
pPassengers[0] = pPassengers[1];
pPassengers[1] = nil;
pPassengers[0]->m_vehEnterType = CAR_DOOR_RF;
return true;
}
return false;
}
if (pPassengers[2] &&
!(m_nGettingInFlags & CAR_DOOR_FLAG_RR) &&
IsRoomForPedToLeaveCar(COMPONENT_DOOR_REAR_RIGHT, nil)) {
if (!pPassengers[1] && !(m_nGettingInFlags & CAR_DOOR_FLAG_LR)) {
pPassengers[1] = pPassengers[2];
pPassengers[2] = nil;
pPassengers[1]->m_vehEnterType = CAR_DOOR_LR;
return true;
}
if (!pPassengers[0] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RF)) {
pPassengers[0] = pPassengers[2];
pPassengers[2] = nil;
pPassengers[0]->m_vehEnterType = CAR_DOOR_RF;
return true;
}
return false;
}
if (pPassengers[0] &&
!(m_nGettingInFlags & CAR_DOOR_FLAG_RF) &&
IsRoomForPedToLeaveCar(COMPONENT_DOOR_FRONT_RIGHT, nil)) {
if (!pPassengers[1] && !(m_nGettingInFlags & CAR_DOOR_FLAG_LR)) {
pPassengers[1] = pPassengers[0];
pPassengers[0] = nil;
pPassengers[1]->m_vehEnterType = CAR_DOOR_LR;
return true;
}
if (!pPassengers[2] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RR)) {
pPassengers[2] = pPassengers[0];
pPassengers[0] = nil;
pPassengers[2]->m_vehEnterType = CAR_DOOR_RR;
return true;
}
return false;
}
return false;
}
void
CVehicle::ProcessDelayedExplosion(void)
{
if(m_nBombTimer == 0)
return;
int tick = CTimer::GetTimeStep()/60.0f*1000.0f;
int16 prev = m_nBombTimer;
if(tick > m_nBombTimer)
m_nBombTimer = 0;
else
m_nBombTimer -= tick;
if(IsCar() && ((CAutomobile*)this)->m_bombType == CARBOMB_TIMEDACTIVE && (m_nBombTimer & 0xFE00) != (prev & 0xFE00))
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_BOMB_TICK, 0.0f);
if (m_nBombTimer != 0)
return;
if(FindPlayerVehicle() != this && m_pBlowUpEntity == FindPlayerPed())
CWorld::Players[CWorld::PlayerInFocus].AwardMoneyForExplosion(this);
BlowUpCar(m_pBlowUpEntity);
}
bool
CVehicle::IsLawEnforcementVehicle(void)
{
switch(GetModelIndex()){
case MI_FBICAR:
case MI_POLICE:
case MI_ENFORCER:
case MI_PREDATOR:
case MI_RHINO:
case MI_BARRACKS:
return true;
default:
return false;
}
}
bool
CVehicle::UsesSiren(uint32 id)
{
switch(id){
case MI_FIRETRUCK:
case MI_AMBULAN:
case MI_FBICAR:
case MI_MRWHOOP:
case MI_POLICE:
case MI_ENFORCER:
case MI_PREDATOR:
return true;
default:
return false;
}
}
bool
CVehicle::IsVehicleNormal(void)
{
if (!pDriver || m_nNumPassengers != 0 || GetStatus() == STATUS_WRECKED)
return false;
return GetModelInfo()->m_vehicleClass != -1;
}
bool
CVehicle::CarHasRoof(void)
{
if((pHandling->Flags & HANDLING_HAS_NO_ROOF) == 0)
return true;
if(m_aExtras[0] && m_aExtras[1])
return false;
return true;
}
bool
CVehicle::IsUpsideDown(void)
{
if(GetUp().z > -0.9f)
return false;
return true;
}
bool
CVehicle::IsOnItsSide(void)
{
if(GetRight().z < 0.8f && GetRight().z > -0.8f)
return false;
return true;
}
bool
CVehicle::CanBeDeleted(void)
{
int i;
if(m_nNumGettingIn || m_nGettingOutFlags)
return false;
if(pDriver){
// This looks like it was inlined
if(pDriver->CharCreatedBy == MISSION_CHAR)
return false;
if(pDriver->GetPedState() != PED_DRIVING &&
pDriver->GetPedState() != PED_DEAD)
return false;
}
for(i = 0; i < ARRAY_SIZE(pPassengers); i++){
// Same check as above
if(pPassengers[i]){
if(pPassengers[i]->CharCreatedBy == MISSION_CHAR)
return false;
if(pPassengers[i]->GetPedState() != PED_DRIVING &&
pPassengers[i]->GetPedState() != PED_DEAD)
return false;
}
// and then again... probably because something was inlined
if(pPassengers[i]){
if(pPassengers[i]->GetPedState() != PED_DRIVING &&
pPassengers[i]->GetPedState() != PED_DEAD)
return false;
}
}
switch(VehicleCreatedBy){
case RANDOM_VEHICLE: return true;
case MISSION_VEHICLE: return false;
case PARKED_VEHICLE: return true;
case PERMANENT_VEHICLE: return false;
}
return true;
}
bool
CVehicle::CanPedOpenLocks(CPed *ped)
{
if(m_nDoorLock == CARLOCK_LOCKED ||
m_nDoorLock == CARLOCK_LOCKED_INITIALLY ||
m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE)
return false;
if(ped->IsPlayer() && m_nDoorLock == CARLOCK_LOCKOUT_PLAYER_ONLY)
return false;
return true;
}
bool
CVehicle::CanPedEnterCar(void)
{
CVector up = GetUp();
// can't enter when car is on side
if(up.z > 0.1f || up.z < -0.1f){
// also when car is moving too fast
if(m_vecMoveSpeed.MagnitudeSqr() > sq(0.2f))
return false;
if(m_vecTurnSpeed.MagnitudeSqr() > sq(0.2f))
return false;
return true;
}
return false;
}
bool
CVehicle::CanPedExitCar(void)
{
CVector up = GetUp();
if(up.z > 0.1f || up.z < -0.1f){
#ifdef VC_PED_PORTS
if (IsBoat())
return true;
#endif
// can't exit when car is moving too fast
if(m_vecMoveSpeed.MagnitudeSqr() > 0.005f)
return false;
// if car is slow enough, check turn speed
if(Abs(m_vecTurnSpeed.x) > 0.01f ||
Abs(m_vecTurnSpeed.y) > 0.01f ||
Abs(m_vecTurnSpeed.z) > 0.01f)
return false;
return true;
}else{
// What is this? just > replaced by >= ??
// can't exit when car is moving too fast
if(m_vecMoveSpeed.MagnitudeSqr() >= 0.005f)
return false;
// if car is slow enough, check turn speed
if(Abs(m_vecTurnSpeed.x) >= 0.01f ||
Abs(m_vecTurnSpeed.y) >= 0.01f ||
Abs(m_vecTurnSpeed.z) >= 0.01f)
return false;
return true;
}
}
void
CVehicle::ChangeLawEnforcerState(uint8 enable)
{
if (enable) {
if (!bIsLawEnforcer) {
bIsLawEnforcer = true;
CCarCtrl::NumLawEnforcerCars++;
}
} else {
if (bIsLawEnforcer) {
bIsLawEnforcer = false;
CCarCtrl::NumLawEnforcerCars--;
}
}
}
CPed*
CVehicle::SetUpDriver(void)
{
if(pDriver)
return pDriver;
if(VehicleCreatedBy != RANDOM_VEHICLE)
return nil;
pDriver = CPopulation::AddPedInCar(this, false);
pDriver->m_pMyVehicle = this;
pDriver->m_pMyVehicle->RegisterReference((CEntity**)&pDriver->m_pMyVehicle);
pDriver->bInVehicle = true;
pDriver->SetPedState(PED_DRIVING);
if(bIsBus)
pDriver->bRenderPedInCar = false;
return pDriver;
}
CPed*
CVehicle::SetupPassenger(int n)
{
if(pPassengers[n])
return pPassengers[n];
pPassengers[n] = CPopulation::AddPedInCar(this, true);
pPassengers[n]->m_pMyVehicle = this;
pPassengers[n]->m_pMyVehicle->RegisterReference((CEntity**)&pPassengers[n]->m_pMyVehicle);
pPassengers[n]->bInVehicle = true;
pPassengers[n]->SetPedState(PED_DRIVING);
if(bIsBus)
pPassengers[n]->bRenderPedInCar = false;
++m_nNumPassengers;
return pPassengers[n];
}
void
CVehicle::SetDriver(CPed *driver)
{
pDriver = driver;
pDriver->RegisterReference((CEntity**)&pDriver);
if(bFreebies && driver == FindPlayerPed()){
if(GetModelIndex() == MI_AMBULAN)
FindPlayerPed()->m_fHealth = Min(FindPlayerPed()->m_fHealth + 20.0f, 100.0f);
else if(GetModelIndex() == MI_TAXI)
CWorld::Players[CWorld::PlayerInFocus].m_nMoney += 25;
else if (GetModelIndex() == MI_POLICE) {
CStreaming::RequestModel(WEAPONTYPE_SHOTGUN, STREAMFLAGS_DONT_REMOVE);
driver->GiveWeapon(WEAPONTYPE_SHOTGUN, 5);
} else if (GetModelIndex() == MI_ENFORCER)
driver->m_fArmour = Max(driver->m_fArmour, 100.0f);
else if(GetModelIndex() == MI_CABBIE || GetModelIndex() == MI_ZEBRA) // TODO(MIAMI): check zebra
CWorld::Players[CWorld::PlayerInFocus].m_nMoney += 25;
bFreebies = false;
}
ApplyTurnForce(0.0f, 0.0f, -0.2f*driver->m_fMass,
driver->GetPosition().x - GetPosition().x,
driver->GetPosition().y - GetPosition().y,
0.0f);
}
bool
CVehicle::AddPassenger(CPed *passenger)
{
int i;
ApplyTurnForce(0.0f, 0.0f, -0.2f*passenger->m_fMass,
passenger->GetPosition().x - GetPosition().x,
passenger->GetPosition().y - GetPosition().y,
0.0f);
for(i = 0; i < m_nNumMaxPassengers; i++)
if(pPassengers[i] == nil){
pPassengers[i] = passenger;
m_nNumPassengers++;
return true;
}
return false;
}
bool
CVehicle::AddPassenger(CPed *passenger, uint8 n)
{
if(bIsBus)
return AddPassenger(passenger);
ApplyTurnForce(0.0f, 0.0f, -0.2f*passenger->m_fMass,
passenger->GetPosition().x - GetPosition().x,
passenger->GetPosition().y - GetPosition().y,
0.0f);
if(n < m_nNumMaxPassengers && pPassengers[n] == nil){
pPassengers[n] = passenger;
m_nNumPassengers++;
return true;
}
return false;
}
void
CVehicle::RemoveDriver(void)
{
SetStatus(STATUS_ABANDONED);
pDriver = nil;
}
void
CVehicle::RemovePassenger(CPed *p)
{
if (IsTrain()){
for (int i = 0; i < ARRAY_SIZE(pPassengers); i++){
if (pPassengers[i] == p) {
pPassengers[i] = nil;
m_nNumPassengers--;
return;
}
}
return;
}
for (int i = 0; i < m_nNumMaxPassengers; i++){
if (pPassengers[i] == p){
pPassengers[i] = nil;
m_nNumPassengers--;
return;
}
}
}
void
CVehicle::ProcessCarAlarm(void)
{
uint32 step;
if(m_nAlarmState == 0 || m_nAlarmState == -1)
return;
step = CTimer::GetTimeStepInMilliseconds();
if((uint16)m_nAlarmState < step)
m_nAlarmState = 0;
else
m_nAlarmState -= step;
}
bool
CVehicle::IsSphereTouchingVehicle(float sx, float sy, float sz, float radius)
{
float x, y, z;
// sphere relative to vehicle
CVector sph = CVector(sx, sy, sz) - GetPosition();
CColModel *colmodel = GetColModel();
x = DotProduct(sph, GetRight());
if(colmodel->boundingBox.min.x - radius > x ||
colmodel->boundingBox.max.x + radius < x)
return false;
y = DotProduct(sph, GetForward());
if(colmodel->boundingBox.min.y - radius > y ||
colmodel->boundingBox.max.y + radius < y)
return false;
z = DotProduct(sph, GetUp());
if(colmodel->boundingBox.min.z - radius > z ||
colmodel->boundingBox.max.z + radius < z)
return false;
return true;
}
void
DestroyVehicleAndDriverAndPassengers(CVehicle* pVehicle)
{
if (pVehicle->pDriver) {
CDarkel::RegisterKillByPlayer(pVehicle->pDriver, WEAPONTYPE_UNIDENTIFIED);
pVehicle->pDriver->FlagToDestroyWhenNextProcessed();
}
for (int i = 0; i < pVehicle->m_nNumMaxPassengers; i++) {
if (pVehicle->pPassengers[i]) {
CDarkel::RegisterKillByPlayer(pVehicle->pPassengers[i], WEAPONTYPE_UNIDENTIFIED);
pVehicle->pPassengers[i]->FlagToDestroyWhenNextProcessed();
}
}
CWorld::Remove(pVehicle);
delete pVehicle;
}
#ifdef COMPATIBLE_SAVES
void
CVehicle::Save(uint8*& buf)
{
SkipSaveBuf(buf, 4);
WriteSaveBuf<float>(buf, GetRight().x);
WriteSaveBuf<float>(buf, GetRight().y);
WriteSaveBuf<float>(buf, GetRight().z);
SkipSaveBuf(buf, 4);
WriteSaveBuf<float>(buf, GetForward().x);
WriteSaveBuf<float>(buf, GetForward().y);
WriteSaveBuf<float>(buf, GetForward().z);
SkipSaveBuf(buf, 4);
WriteSaveBuf<float>(buf, GetUp().x);
WriteSaveBuf<float>(buf, GetUp().y);
WriteSaveBuf<float>(buf, GetUp().z);
SkipSaveBuf(buf, 4);
WriteSaveBuf<float>(buf, GetPosition().x);
WriteSaveBuf<float>(buf, GetPosition().y);
WriteSaveBuf<float>(buf, GetPosition().z);
SkipSaveBuf(buf, 16);
SaveEntityFlags(buf);
SkipSaveBuf(buf, 212);
AutoPilot.Save(buf);
WriteSaveBuf<int8>(buf, m_currentColour1);
WriteSaveBuf<int8>(buf, m_currentColour2);
SkipSaveBuf(buf, 2);
WriteSaveBuf<int16>(buf, m_nAlarmState);
SkipSaveBuf(buf, 43);
WriteSaveBuf<uint8>(buf, m_nNumMaxPassengers);
SkipSaveBuf(buf, 2);
WriteSaveBuf<float>(buf, field_1D0[0]);
WriteSaveBuf<float>(buf, field_1D0[1]);
WriteSaveBuf<float>(buf, field_1D0[2]);
WriteSaveBuf<float>(buf, field_1D0[3]);
SkipSaveBuf(buf, 8);
WriteSaveBuf<float>(buf, m_fSteerAngle);
WriteSaveBuf<float>(buf, m_fGasPedal);
WriteSaveBuf<float>(buf, m_fBrakePedal);
WriteSaveBuf<uint8>(buf, VehicleCreatedBy);
uint8 flags = 0;
if (bIsLawEnforcer) flags |= BIT(0);
if (bIsLocked) flags |= BIT(3);
if (bEngineOn) flags |= BIT(4);
if (bIsHandbrakeOn) flags |= BIT(5);
if (bLightsOn) flags |= BIT(6);
if (bFreebies) flags |= BIT(7);
WriteSaveBuf<uint8>(buf, flags);
SkipSaveBuf(buf, 10);
WriteSaveBuf<float>(buf, m_fHealth);
WriteSaveBuf<uint8>(buf, m_nCurrentGear);
SkipSaveBuf(buf, 3);
WriteSaveBuf<float>(buf, m_fChangeGearTime);
SkipSaveBuf(buf, 4);
WriteSaveBuf<uint32>(buf, m_nTimeOfDeath);
SkipSaveBuf(buf, 2);
WriteSaveBuf<int16>(buf, m_nBombTimer);
SkipSaveBuf(buf, 12);
WriteSaveBuf<int8>(buf, m_nDoorLock);
SkipSaveBuf(buf, 99);
}
void
CVehicle::Load(uint8*& buf)
{
CMatrix tmp;
SkipSaveBuf(buf, 4);
tmp.GetRight().x = ReadSaveBuf<float>(buf);
tmp.GetRight().y = ReadSaveBuf<float>(buf);
tmp.GetRight().z = ReadSaveBuf<float>(buf);
SkipSaveBuf(buf, 4);
tmp.GetForward().x = ReadSaveBuf<float>(buf);
tmp.GetForward().y = ReadSaveBuf<float>(buf);
tmp.GetForward().z = ReadSaveBuf<float>(buf);
SkipSaveBuf(buf, 4);
tmp.GetUp().x = ReadSaveBuf<float>(buf);
tmp.GetUp().y = ReadSaveBuf<float>(buf);
tmp.GetUp().z = ReadSaveBuf<float>(buf);
SkipSaveBuf(buf, 4);
tmp.GetPosition().x = ReadSaveBuf<float>(buf);
tmp.GetPosition().y = ReadSaveBuf<float>(buf);
tmp.GetPosition().z = ReadSaveBuf<float>(buf);
m_matrix = tmp;
SkipSaveBuf(buf, 16);
LoadEntityFlags(buf);
SkipSaveBuf(buf, 212);
AutoPilot.Load(buf);
m_currentColour1 = ReadSaveBuf<int8>(buf);
m_currentColour2 = ReadSaveBuf<int8>(buf);
SkipSaveBuf(buf, 2);
m_nAlarmState = ReadSaveBuf<int16>(buf);
SkipSaveBuf(buf, 43);
m_nNumMaxPassengers = ReadSaveBuf<int8>(buf);
SkipSaveBuf(buf, 2);
field_1D0[0] = ReadSaveBuf<float>(buf);
field_1D0[1] = ReadSaveBuf<float>(buf);
field_1D0[2] = ReadSaveBuf<float>(buf);
field_1D0[3] = ReadSaveBuf<float>(buf);
SkipSaveBuf(buf, 8);
m_fSteerAngle = ReadSaveBuf<float>(buf);
m_fGasPedal = ReadSaveBuf<float>(buf);
m_fBrakePedal = ReadSaveBuf<float>(buf);
VehicleCreatedBy = ReadSaveBuf<uint8>(buf);
uint8 flags = ReadSaveBuf<uint8>(buf);
bIsLawEnforcer = !!(flags & BIT(0));
bIsLocked = !!(flags & BIT(3));
bEngineOn = !!(flags & BIT(4));
bIsHandbrakeOn = !!(flags & BIT(5));
bLightsOn = !!(flags & BIT(6));
bFreebies = !!(flags & BIT(7));
SkipSaveBuf(buf, 10);
m_fHealth = ReadSaveBuf<float>(buf);
m_nCurrentGear = ReadSaveBuf<uint8>(buf);
SkipSaveBuf(buf, 3);
m_fChangeGearTime = ReadSaveBuf<float>(buf);
SkipSaveBuf(buf, 4);
m_nTimeOfDeath = ReadSaveBuf<uint32>(buf);
SkipSaveBuf(buf, 2);
m_nBombTimer = ReadSaveBuf<int16>(buf);
SkipSaveBuf(buf, 12);
m_nDoorLock = (eCarLock)ReadSaveBuf<int8>(buf);
SkipSaveBuf(buf, 99);
}
#endif
eVehicleAppearance
//--MIAMI: TODO, implement VC version, appearance != type
// This would work for cars, boats and bikes but not for planes and helis
CVehicle::GetVehicleAppearance(void)
{
if (IsCar())
return VEHICLE_CAR;
if (IsBoat())
return VEHICLE_BOAT;
if (IsBike())
return VEHICLE_BIKE;
if (IsPlane())
return VEHICLE_PLANE;
if (IsHeli())
return VEHICLE_HELI;
return VEHICLE_NONE;
}