summaryrefslogtreecommitdiffstats
path: root/src/vehicles
diff options
context:
space:
mode:
authorFire_Head <Fire-Head@users.noreply.github.com>2019-07-24 20:00:08 +0200
committerGitHub <noreply@github.com>2019-07-24 20:00:08 +0200
commit81ee1c509a8d05189901dd59c268bf47a6188eb8 (patch)
treed836f70678f2ce7b5d86a6745f34b45232ff71d0 /src/vehicles
parentupdate (diff)
parentMerge branch 'master' into master (diff)
downloadre3-81ee1c509a8d05189901dd59c268bf47a6188eb8.tar
re3-81ee1c509a8d05189901dd59c268bf47a6188eb8.tar.gz
re3-81ee1c509a8d05189901dd59c268bf47a6188eb8.tar.bz2
re3-81ee1c509a8d05189901dd59c268bf47a6188eb8.tar.lz
re3-81ee1c509a8d05189901dd59c268bf47a6188eb8.tar.xz
re3-81ee1c509a8d05189901dd59c268bf47a6188eb8.tar.zst
re3-81ee1c509a8d05189901dd59c268bf47a6188eb8.zip
Diffstat (limited to 'src/vehicles')
-rw-r--r--src/vehicles/Automobile.cpp1812
-rw-r--r--src/vehicles/Automobile.h67
-rw-r--r--src/vehicles/DamageManager.cpp25
-rw-r--r--src/vehicles/DamageManager.h12
-rw-r--r--src/vehicles/Door.h6
-rw-r--r--src/vehicles/Floater.cpp195
-rw-r--r--src/vehicles/Floater.h45
-rw-r--r--src/vehicles/HandlingMgr.cpp40
-rw-r--r--src/vehicles/HandlingMgr.h6
-rw-r--r--src/vehicles/Plane.h12
-rw-r--r--src/vehicles/Transmission.cpp106
-rw-r--r--src/vehicles/Transmission.h4
-rw-r--r--src/vehicles/Vehicle.cpp69
-rw-r--r--src/vehicles/Vehicle.h65
14 files changed, 2334 insertions, 130 deletions
diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp
index 7d3f8ee3..fb42e6e6 100644
--- a/src/vehicles/Automobile.cpp
+++ b/src/vehicles/Automobile.cpp
@@ -1,32 +1,187 @@
#include "common.h"
+#include "main.h"
#include "patcher.h"
#include "General.h"
+#include "RwHelper.h"
+#include "Pad.h"
#include "ModelIndices.h"
#include "VisibilityPlugins.h"
#include "DMAudio.h"
#include "Camera.h"
#include "Darkel.h"
+#include "Rubbish.h"
#include "Fire.h"
#include "Explosion.h"
+#include "Particle.h"
#include "World.h"
#include "SurfaceTable.h"
#include "HandlingMgr.h"
+#include "Record.h"
+#include "Remote.h"
+#include "Population.h"
#include "CarCtrl.h"
+#include "CarAI.h"
+#include "Garages.h"
#include "PathFind.h"
+#include "AnimManager.h"
+#include "RpAnimBlend.h"
#include "Ped.h"
#include "PlayerPed.h"
#include "Object.h"
#include "Automobile.h"
+bool bAllCarCheat; // unused
+
RwObject *GetCurrentAtomicObjectCB(RwObject *object, void *data);
bool &CAutomobile::m_sAllTaxiLights = *(bool*)0x95CD21;
-WRAPPER CAutomobile* CAutomobile::ctor(int, uint8) { EAXJMP(0x52C6B0); }
-
-CAutomobile::CAutomobile(int mi, uint8 CreatedBy)
+CAutomobile::CAutomobile(int32 id, uint8 CreatedBy)
+ : CVehicle(CreatedBy)
{
- ctor(mi, CreatedBy);
+ int i;
+
+ m_vehType = VEHICLE_TYPE_CAR;
+
+ CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(id);
+ m_fFireBlowUpTimer = 0.0f;
+ field_4E0 = 0;
+ bTaxiLight = m_sAllTaxiLights;
+ m_auto_flagA20 = false;
+ m_auto_flagA40 = false;
+ m_auto_flagA80 = false;
+
+ SetModelIndex(id);
+
+ pHandling = mod_HandlingManager.GetHandlingData((eHandlingId)mi->m_handlingId);
+
+ field_49C = 20.0f;
+ field_4D8 = 0;
+
+ mi->ChooseVehicleColour(m_currentColour1, m_currentColour2);
+
+ bIsVan = !!(pHandling->Flags & HANDLING_IS_VAN);
+ bIsBig = !!(pHandling->Flags & HANDLING_IS_BIG);
+ bIsBus = !!(pHandling->Flags & HANDLING_IS_BUS);
+ bLowVehicle = !!(pHandling->Flags & HANDLING_IS_LOW);
+
+ // Doors
+ if(bIsBus){
+ Doors[DOOR_FRONT_LEFT].Init(-HALFPI, 0.0f, 0, 2);
+ Doors[DOOR_FRONT_RIGHT].Init(0.0f, HALFPI, 1, 2);
+ }else{
+ Doors[DOOR_FRONT_LEFT].Init(-PI*0.4f, 0.0f, 0, 2);
+ Doors[DOOR_FRONT_RIGHT].Init(0.0f, PI*0.4f, 1, 2);
+ }
+ if(bIsVan){
+ Doors[DOOR_REAR_LEFT].Init(-HALFPI, 0.0f, 1, 2);
+ Doors[DOOR_REAR_RIGHT].Init(0.0f, HALFPI, 0, 2);
+ }else{
+ Doors[DOOR_REAR_LEFT].Init(-PI*0.4f, 0.0f, 0, 2);
+ Doors[DOOR_REAR_RIGHT].Init(0.0f, PI*0.4f, 1, 2);
+ }
+ if(pHandling->Flags & HANDLING_REV_BONNET)
+ Doors[DOOR_BONNET].Init(-PI*0.3f, 0.0f, 1, 0);
+ else
+ Doors[DOOR_BONNET].Init(0.0f, PI*0.3f, 1, 0);
+ if(pHandling->Flags & HANDLING_HANGING_BOOT)
+ Doors[DOOR_BOOT].Init(PI*0.4f, 0.0f, 0, 0);
+ else if(pHandling->Flags & HANDLING_TAILGATE_BOOT)
+ Doors[DOOR_BOOT].Init(0.0, HALFPI, 1, 0);
+ else
+ Doors[DOOR_BOOT].Init(-PI*0.3f, 0.0f, 1, 0);
+ if(pHandling->Flags & HANDLING_NO_DOORS){
+ Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_MISSING);
+ Damage.SetDoorStatus(DOOR_FRONT_RIGHT, DOOR_STATUS_MISSING);
+ Damage.SetDoorStatus(DOOR_REAR_LEFT, DOOR_STATUS_MISSING);
+ Damage.SetDoorStatus(DOOR_REAR_RIGHT, DOOR_STATUS_MISSING);
+ }
+
+ for(i = 0; i < 6; i++)
+ m_randomValues[i] = CGeneral::GetRandomNumberInRange(-0.15f, 0.15f);
+
+ m_fMass = pHandling->fMass;
+ m_fTurnMass = pHandling->fTurnMass;
+ m_vecCentreOfMass = pHandling->CentreOfMass;
+ m_fAirResistance = pHandling->Dimension.x*pHandling->Dimension.z/m_fMass;
+ m_fElasticity = 0.05f;
+ m_fBuoyancy = pHandling->fBuoyancy;
+
+ m_nBusDoorTimerEnd = 0;
+ m_nBusDoorTimerStart = 0;
+
+ m_fSteerAngle = 0.0f;
+ m_fGasPedal = 0.0f;
+ m_fBrakePedal = 0.0f;
+ m_pSetOnFireEntity = nil;
+ field_594 = 0;
+ bNotDamagedUpsideDown = false;
+ bMoreResistantToDamage = false;
+ m_fVelocityChangeForAudio = 0.f;
+ field_4E2 = 0;
+
+ for(i = 0; i < 4; i++){
+ m_aGroundPhysical[i] = nil;
+ m_aGroundOffset[i] = CVector(0.0f, 0.0f, 0.0f);
+ m_aSuspensionSpringRatio[i] = 1.0f;
+ m_aSuspensionSpringRatioPrev[i] = m_aSuspensionSpringRatio[i];
+ m_aWheelTimer[i] = 0.0f;
+ m_aWheelRotation[i] = 0.0f;
+ m_aWheelSpeed[i] = 0.0f;
+ m_aWheelState[i] = WHEEL_STATE_0;
+ m_aWheelSkidmarkMuddy[i] = false;
+ m_aWheelSkidmarkBloody[i] = false;
+ }
+
+ m_nWheelsOnGround = 0;
+ m_nDriveWheelsOnGround = 0;
+ m_nDriveWheelsOnGroundPrev = 0;
+ m_fHeightAboveRoad = 0.0f;
+ m_fTraction = 1.0f;
+
+ CColModel *colModel = mi->GetColModel();
+ if(colModel->lines == nil){
+ colModel->lines = (CColLine*)RwMalloc(4*sizeof(CColLine));
+ colModel->numLines = 4;
+ }
+
+ SetupSuspensionLines();
+
+ m_status = STATUS_SIMPLE;
+ bUseCollisionRecords = true;
+
+ m_nNumPassengers = 0;
+
+ m_bombType = CARBOMB_NONE;
+ bHadDriver = false;
+ m_pBombRigger = nil;
+
+ if(m_nDoorLock == CARLOCK_UNLOCKED &&
+ (id == MI_POLICE || id == MI_ENFORCER || id == MI_RHINO))
+ m_nDoorLock = CARLOCK_LOCKED_INITIALLY;
+
+ m_fCarGunLR = 0.0f;
+ m_fCarGunUD = 0.05f;
+ m_fWindScreenRotation = 0.0f;
+ m_weaponDoorTimerLeft = 0.0f;
+ m_weaponDoorTimerRight = m_weaponDoorTimerLeft;
+
+ if(GetModelIndex() == MI_DODO){
+ RpAtomicSetFlags(GetFirstObject(m_aCarNodes[CAR_WHEEL_LF]), 0);
+ CMatrix mat1;
+ mat1.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF]));
+ CMatrix mat2(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF]));
+ mat1.GetPosition() += CVector(mat2.GetPosition().x + 0.1f, 0.0f, mat2.GetPosition().z);
+ mat1.UpdateRW();
+ }else if(GetModelIndex() == MI_MIAMI_SPARROW || GetModelIndex() == MI_MIAMI_RCRAIDER){
+ RpAtomicSetFlags(GetFirstObject(m_aCarNodes[CAR_WHEEL_LF]), 0);
+ RpAtomicSetFlags(GetFirstObject(m_aCarNodes[CAR_WHEEL_RF]), 0);
+ RpAtomicSetFlags(GetFirstObject(m_aCarNodes[CAR_WHEEL_LB]), 0);
+ RpAtomicSetFlags(GetFirstObject(m_aCarNodes[CAR_WHEEL_RB]), 0);
+ }else if(GetModelIndex() == MI_RHINO){
+ bExplosionProof = true;
+ bBulletProof = true;
+ }
}
@@ -37,7 +192,998 @@ CAutomobile::SetModelIndex(uint32 id)
SetupModelNodes();
}
-WRAPPER void CAutomobile::ProcessControl(void) { EAXJMP(0x531470); }
+CVector vecDAMAGE_ENGINE_POS_SMALL(-0.1f, -0.1f, 0.0f);
+CVector vecDAMAGE_ENGINE_POS_BIG(-0.5f, -0.3f, 0.0f);
+
+void
+CAutomobile::ProcessControl(void)
+{
+ int i;
+ CColModel *colModel;
+
+ if(m_veh_flagC80)
+ colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel;
+ else
+ colModel = GetColModel();
+ bWarnedPeds = false;
+
+ // skip if the collision isn't for the current level
+ if(colModel->level > LEVEL_NONE && colModel->level != CCollision::ms_collisionInMemory)
+ return;
+
+ // Improve grip of vehicles in certain cases
+ bool strongGrip1 = false;
+ bool strongGrip2 = false;
+ if(FindPlayerVehicle() && this != FindPlayerVehicle()){
+ switch(AutoPilot.m_nCarMission){
+ case MISSION_RAMPLAYER_FARAWAY:
+ case MISSION_RAMPLAYER_CLOSE:
+ case MISSION_BLOCKPLAYER_FARAWAY:
+ case MISSION_BLOCKPLAYER_CLOSE:
+ if(FindPlayerSpeed().Magnitude() > 0.3f){
+ strongGrip1 = true;
+ if(FindPlayerSpeed().Magnitude() > 0.4f){
+ if(m_vecMoveSpeed.Magnitude() < 0.3f)
+ strongGrip2 = true;
+ }else{
+ if((GetPosition() - FindPlayerCoors()).Magnitude() > 50.0f)
+ strongGrip2 = true;
+ }
+ }
+ }
+ }
+
+ if(bIsBus)
+ ProcessAutoBusDoors();
+
+ ProcessCarAlarm();
+
+ // Scan if this car is committing a crime that the police can see
+ if(m_status != STATUS_ABANDONED && m_status != STATUS_WRECKED &&
+ m_status != STATUS_PLAYER && m_status != STATUS_PLAYER_REMOTE && m_status != STATUS_PLAYER_DISABLED){
+ switch(GetModelIndex())
+ case MI_FBICAR:
+ case MI_POLICE:
+ case MI_ENFORCER:
+ case MI_SECURICA:
+ case MI_RHINO:
+ case MI_BARRACKS:
+ ScanForCrimes();
+ }
+
+ // Process driver
+ if(pDriver){
+ if(!bHadDriver && m_bombType == CARBOMB_ONIGNITIONACTIVE){
+ // If someone enters the car and there is a bomb, detonate
+ m_nBombTimer = 1000;
+ m_pBlowUpEntity = m_pBombRigger;
+ if(m_pBlowUpEntity)
+ m_pBlowUpEntity->RegisterReference((CEntity**)&m_pBlowUpEntity);
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_BOMB_TICK, 1.0f);
+ }
+ bHadDriver = true;
+
+ if(IsUpsideDown() && CanPedEnterCar()){
+ if(!pDriver->IsPlayer() &&
+ !(pDriver->m_leader && pDriver->m_leader->bInVehicle) &&
+ pDriver->CharCreatedBy != MISSION_CHAR)
+ pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this);
+ }
+ }else
+ bHadDriver = false;
+
+ // Process passengers
+ if(m_nNumPassengers != 0 && IsUpsideDown() && CanPedEnterCar()){
+ for(i = 0; i < m_nNumMaxPassengers; i++)
+ if(pPassengers[i])
+ if(!pPassengers[i]->IsPlayer() &&
+ !(pPassengers[i]->m_leader && pPassengers[i]->m_leader->bInVehicle) &&
+ pPassengers[i]->CharCreatedBy != MISSION_CHAR)
+ pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this);
+ }
+
+ CRubbish::StirUp(this);
+
+ // blend in clump
+ int clumpAlpha = CVisibilityPlugins::GetClumpAlpha((RpClump*)m_rwObject);
+ if(bFadeOut){
+ clumpAlpha -= 8;
+ if(clumpAlpha < 0)
+ clumpAlpha = 0;
+ }else if(clumpAlpha < 255){
+ clumpAlpha += 16;
+ if(clumpAlpha > 255)
+ clumpAlpha = 255;
+ }
+ CVisibilityPlugins::SetClumpAlpha((RpClump*)m_rwObject, clumpAlpha);
+
+ AutoPilot.m_flag1 = false;
+ AutoPilot.m_flag2 = false;
+
+ // Set Center of Mass to make car more stable
+ if(strongGrip1 || bCheat3)
+ m_vecCentreOfMass.z = 0.3f*m_aSuspensionSpringLength[0] + -1.0*m_fHeightAboveRoad;
+ else if(pHandling->Flags & HANDLING_NONPLAYER_STABILISER && m_status == STATUS_PHYSICS)
+ m_vecCentreOfMass.z = pHandling->CentreOfMass.z - 0.2f*pHandling->Dimension.z;
+ else
+ m_vecCentreOfMass.z = pHandling->CentreOfMass.z;
+
+ // Process depending on status
+
+ bool playerRemote = false;
+ switch(m_status){
+ case STATUS_PLAYER_REMOTE:
+ if(CPad::GetPad(0)->WeaponJustDown()){
+ BlowUpCar(FindPlayerPed());
+ CRemote::TakeRemoteControlledCarFromPlayer();
+ }
+
+ if(GetModelIndex() == MI_RCBANDIT){
+ CVector pos = GetPosition();
+ // FindPlayerCoors unused
+ if(RcbanditCheckHitWheels() || bIsInWater || CPopulation::IsPointInSafeZone(&pos)){
+ if(CPopulation::IsPointInSafeZone(&pos))
+ CGarages::TriggerMessage("HM2_5", -1, 5000, -1);
+ CRemote::TakeRemoteControlledCarFromPlayer();
+ BlowUpCar(FindPlayerPed());
+ }
+ }
+
+ if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle == this)
+ playerRemote = true;
+ // fall through
+ case STATUS_PLAYER:
+ if(playerRemote ||
+ pDriver && pDriver->GetPedState() != PED_EXIT_CAR && pDriver->GetPedState() != PED_DRAG_FROM_CAR){
+ // process control input if controlled by player
+ if(playerRemote || pDriver->m_nPedType == PEDTYPE_PLAYER1)
+ ProcessControlInputs(0);
+
+ PruneReferences();
+
+ if(m_status == STATUS_PLAYER && CRecordDataForChase::Status != RECORDSTATE_1)
+ DoDriveByShootings();
+ }
+ break;
+
+ case STATUS_SIMPLE:
+ CCarAI::UpdateCarAI(this);
+ CPhysical::ProcessControl();
+ CCarCtrl::UpdateCarOnRails(this);
+
+ m_nWheelsOnGround = 4;
+ m_nDriveWheelsOnGroundPrev = m_nDriveWheelsOnGround;
+ m_nDriveWheelsOnGround = 4;
+
+ pHandling->Transmission.CalculateGearForSimpleCar(AutoPilot.m_fMaxTrafficSpeed/50.0f, m_nCurrentGear);
+
+ {
+ float wheelRot = ProcessWheelRotation(WHEEL_STATE_0, GetForward(), m_vecMoveSpeed, 0.35f);
+ for(i = 0; i < 4; i++)
+ m_aWheelRotation[i] += wheelRot;
+ }
+
+ PlayHornIfNecessary();
+ ReduceHornCounter();
+ bVehicleColProcessed = false;
+ // that's all we do for simple vehicles
+ return;
+
+ case STATUS_PHYSICS:
+ CCarAI::UpdateCarAI(this);
+ CCarCtrl::SteerAICarWithPhysics(this);
+ PlayHornIfNecessary();
+ break;
+
+ case STATUS_ABANDONED:
+ m_fBrakePedal = 0.2f;
+ bIsHandbrakeOn = false;
+
+ m_fSteerAngle = 0.0f;
+ m_fGasPedal = 0.0f;
+ m_nCarHornTimer = 0;
+ break;
+
+ case STATUS_WRECKED:
+ m_fBrakePedal = 0.05f;
+ bIsHandbrakeOn = true;
+
+ m_fSteerAngle = 0.0f;
+ m_fGasPedal = 0.0f;
+ m_nCarHornTimer = 0;
+ break;
+
+ case STATUS_PLAYER_DISABLED:
+ m_fBrakePedal = 1.0f;
+ bIsHandbrakeOn = true;
+
+ m_fSteerAngle = 0.0f;
+ m_fGasPedal = 0.0f;
+ m_nCarHornTimer = 0;
+ break;
+ }
+
+ // what's going on here?
+ if(GetPosition().z < -0.6f &&
+ Abs(m_vecMoveSpeed.x) < 0.05f &&
+ Abs(m_vecMoveSpeed.y) < 0.05f)
+ m_vecTurnSpeed *= Pow(0.95f, CTimer::GetTimeStep());
+
+ // Skip physics if object is found to have been static recently
+ bool skipPhysics = false;
+ if(!bIsStuck && (m_status == STATUS_ABANDONED || m_status == STATUS_WRECKED)){
+ bool makeStatic = false;
+ float moveSpeedLimit, turnSpeedLimit, distanceLimit;
+
+ if(!bVehicleColProcessed &&
+ m_vecMoveSpeed.IsZero() &&
+ // BUG? m_aSuspensionSpringRatioPrev[3] is checked twice in the game. also, why 3?
+ m_aSuspensionSpringRatioPrev[3] != 1.0f)
+ makeStatic = true;
+
+ if(m_status == STATUS_WRECKED){
+ moveSpeedLimit = 0.006f;
+ turnSpeedLimit = 0.0015f;
+ distanceLimit = 0.015f;
+ }else{
+ moveSpeedLimit = 0.003f;
+ turnSpeedLimit = 0.0009f;
+ distanceLimit = 0.005f;
+ }
+
+ m_vecMoveSpeedAvg = (m_vecMoveSpeedAvg + m_vecMoveSpeed)/2.0f;
+ m_vecTurnSpeedAvg = (m_vecTurnSpeedAvg + m_vecTurnSpeed)/2.0f;
+
+ if(m_vecMoveSpeedAvg.MagnitudeSqr() <= sq(moveSpeedLimit*CTimer::GetTimeStep()) &&
+ m_vecTurnSpeedAvg.MagnitudeSqr() <= sq(turnSpeedLimit*CTimer::GetTimeStep()) &&
+ m_fDistanceTravelled < distanceLimit ||
+ makeStatic){
+ m_nStaticFrames++;
+
+ if(m_nStaticFrames > 10 || makeStatic)
+ if(!CCarCtrl::MapCouldMoveInThisArea(GetPosition().x, GetPosition().y)){
+ if(!makeStatic || m_nStaticFrames > 10)
+ m_nStaticFrames = 10;
+
+ skipPhysics = true;
+
+ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
+ }
+ }else
+ m_nStaticFrames = 0;
+ }
+
+ // Postpone
+ for(i = 0; i < 4; i++)
+ if(m_aGroundPhysical[i] && !CWorld::bForceProcessControl && m_aGroundPhysical[i]->bIsInSafePosition){
+ bWasPostponed = true;
+ return;
+ }
+
+ VehicleDamage(0.0f, 0);
+
+ // special control
+ switch(GetModelIndex()){
+ case MI_FIRETRUCK:
+ FireTruckControl();
+ break;
+ case MI_RHINO:
+ TankControl();
+ BlowUpCarsInPath();
+ break;
+ case MI_YARDIE:
+ // beta also had esperanto here it seems
+ HydraulicControl();
+ break;
+ default:
+ if(CVehicle::bCheat3){
+ // Make vehicle jump when horn is sounded
+ if(m_status == STATUS_PLAYER && m_vecMoveSpeed.MagnitudeSqr() > sq(0.2f) &&
+ // BUG: game checks [0] four times, instead of all wheels
+ m_aSuspensionSpringRatio[0] < 1.0f &&
+ CPad::GetPad(0)->HornJustDown()){
+
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRALIC_1, 0.0f);
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_JUMP, 1.0f);
+
+ CParticle::AddParticle(PARTICLE_ENGINE_STEAM,
+ m_aWheelColPoints[0].point + 0.5f*GetUp(),
+ 1.3f*m_vecMoveSpeed, nil, 2.5f);
+ CParticle::AddParticle(PARTICLE_ENGINE_SMOKE,
+ m_aWheelColPoints[0].point + 0.5f*GetUp(),
+ 1.2f*m_vecMoveSpeed, nil, 2.0f);
+
+ CParticle::AddParticle(PARTICLE_ENGINE_STEAM,
+ m_aWheelColPoints[2].point + 0.5f*GetUp(),
+ 1.3f*m_vecMoveSpeed, nil, 2.5f);
+ CParticle::AddParticle(PARTICLE_ENGINE_SMOKE,
+ m_aWheelColPoints[2].point + 0.5f*GetUp(),
+ 1.2f*m_vecMoveSpeed, nil, 2.0f);
+
+ CParticle::AddParticle(PARTICLE_ENGINE_STEAM,
+ m_aWheelColPoints[0].point + 0.5f*GetUp() - GetForward(),
+ 1.3f*m_vecMoveSpeed, nil, 2.5f);
+ CParticle::AddParticle(PARTICLE_ENGINE_SMOKE,
+ m_aWheelColPoints[0].point + 0.5f*GetUp() - GetForward(),
+ 1.2f*m_vecMoveSpeed, nil, 2.0f);
+
+ CParticle::AddParticle(PARTICLE_ENGINE_STEAM,
+ m_aWheelColPoints[2].point + 0.5f*GetUp() - GetForward(),
+ 1.3f*m_vecMoveSpeed, nil, 2.5f);
+ CParticle::AddParticle(PARTICLE_ENGINE_SMOKE,
+ m_aWheelColPoints[2].point + 0.5f*GetUp() - GetForward(),
+ 1.2f*m_vecMoveSpeed, nil, 2.0f);
+
+ ApplyMoveForce(CVector(0.0f, 0.0f, 1.0f)*m_fMass*0.4f);
+ ApplyTurnForce(GetUp()*m_fMass*0.035f, GetForward()*1.0f);
+ }
+ }
+ break;
+ }
+
+ float brake;
+ if(skipPhysics){
+ bHasContacted = false;
+ bIsInSafePosition = false;
+ bWasPostponed = false;
+ bHasHitWall = false;
+ m_nCollisionRecords = 0;
+ bHasCollided = false;
+ bVehicleColProcessed = false;
+ m_nDamagePieceType = 0;
+ m_fDamageImpulse = 0.0f;
+ m_pDamageEntity = nil;
+ m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
+ m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
+ }else{
+
+ // This has to be done if ProcessEntityCollision wasn't called
+ if(!bVehicleColProcessed){
+ CMatrix mat(GetMatrix());
+ bIsStuck = false;
+ bHasContacted = false;
+ bIsInSafePosition = false;
+ bWasPostponed = false;
+ bHasHitWall = false;
+ m_fDistanceTravelled = 0.0f;
+ field_EF = false;
+ m_phy_flagA80 = false;
+ ApplyMoveSpeed();
+ ApplyTurnSpeed();
+ for(i = 0; CheckCollision() && i < 5; i++){
+ GetMatrix() = mat;
+ ApplyMoveSpeed();
+ ApplyTurnSpeed();
+ }
+ bIsInSafePosition = true;
+ bIsStuck = false;
+ }
+
+ CPhysical::ProcessControl();
+
+ ProcessBuoyancy();
+
+ // Rescale spring ratios, i.e. subtract wheel radius
+ for(i = 0; i < 4; i++){
+ // wheel radius in relation to suspension line
+ float wheelRadius = 1.0f - m_aSuspensionSpringLength[i]/m_aSuspensionLineLength[i];
+ // rescale such that 0.0 is fully compressed and 1.0 is fully extended
+ m_aSuspensionSpringRatio[i] = (m_aSuspensionSpringRatio[i]-wheelRadius)/(1.0f-wheelRadius);
+ }
+
+ float fwdSpeed = DotProduct(m_vecMoveSpeed, GetForward());
+ CVector contactPoints[4]; // relative to model
+ CVector contactSpeeds[4]; // speed at contact points
+ CVector springDirections[4]; // normalized, in model space
+
+ for(i = 0; i < 4; i++){
+ // Set spring under certain circumstances
+ if(Damage.GetWheelStatus(i) == WHEEL_STATUS_MISSING)
+ m_aSuspensionSpringRatio[i] = 1.0f;
+ else if(Damage.GetWheelStatus(i) == WHEEL_STATUS_BURST){
+ // wheel more bumpy the faster we are
+ if(CGeneral::GetRandomNumberInRange(0, (uint16)(40*fwdSpeed) + 98) < 100){
+ m_aSuspensionSpringRatio[i] += 0.3f*(m_aSuspensionLineLength[i]-m_aSuspensionSpringLength[i])/m_aSuspensionSpringLength[i];
+ if(m_aSuspensionSpringRatio[i] > 1.0f)
+ m_aSuspensionSpringRatio[i] = 1.0f;
+ }
+ }
+
+ // get points and directions if spring is compressed
+ if(m_aSuspensionSpringRatio[i] < 1.0f){
+ contactPoints[i] = m_aWheelColPoints[i].point - GetPosition();
+ springDirections[i] = Multiply3x3(GetMatrix(), colModel->lines[i].p1 - colModel->lines[i].p0);
+ springDirections[i].Normalise();
+ }
+ }
+
+ // Make springs push up vehicle
+ for(i = 0; i < 4; i++){
+ if(m_aSuspensionSpringRatio[i] < 1.0f){
+ float bias = pHandling->fSuspensionBias;
+ if(i == 1 || i == 3) // rear
+ bias = 1.0f - bias;
+
+ ApplySpringCollision(pHandling->fSuspensionForceLevel,
+ springDirections[i], contactPoints[i],
+ m_aSuspensionSpringRatio[i], bias);
+ m_aWheelSkidmarkMuddy[i] =
+ m_aWheelColPoints[i].surfaceB == SURFACE_GRASS ||
+ m_aWheelColPoints[i].surfaceB == SURFACE_DIRTTRACK ||
+ m_aWheelColPoints[i].surfaceB == SURFACE_SAND;
+ }else{
+ contactPoints[i] = Multiply3x3(GetMatrix(), colModel->lines[i].p1);
+ }
+ }
+
+ // Get speed at contact points
+ for(i = 0; i < 4; i++){
+ contactSpeeds[i] = GetSpeed(contactPoints[i]);
+ if(m_aGroundPhysical[i]){
+ // subtract movement of physical we're standing on
+ contactSpeeds[i] -= m_aGroundPhysical[i]->GetSpeed(m_aGroundOffset[i]);
+#ifndef FIX_BUGS
+ // this shouldn't be reset because we still need it below
+ m_aGroundPhysical[i] = nil;
+#endif
+ }
+ }
+
+ // dampen springs
+ for(i = 0; i < 4; i++)
+ if(m_aSuspensionSpringRatio[i] < 1.0f)
+ ApplySpringDampening(pHandling->fSuspensionDampingLevel,
+ springDirections[i], contactPoints[i], contactSpeeds[i]);
+
+ // Get speed at contact points again
+ for(i = 0; i < 4; i++){
+ contactSpeeds[i] = GetSpeed(contactPoints[i]);
+ if(m_aGroundPhysical[i]){
+ // subtract movement of physical we're standing on
+ contactSpeeds[i] -= m_aGroundPhysical[i]->GetSpeed(m_aGroundOffset[i]);
+ m_aGroundPhysical[i] = nil;
+ }
+ }
+
+
+ bool gripCheat = true;
+ fwdSpeed = DotProduct(m_vecMoveSpeed, GetForward());
+ if(!strongGrip1 && !CVehicle::bCheat3)
+ gripCheat = false;
+ float acceleration = pHandling->Transmission.CalculateDriveAcceleration(m_fGasPedal, m_nCurrentGear, m_fChangeGearTime, fwdSpeed, gripCheat);
+ acceleration /= fForceMultiplier;
+
+ // unused
+ if(GetModelIndex() == MI_MIAMI_RCBARON ||
+ GetModelIndex() == MI_MIAMI_RCRAIDER ||
+ GetModelIndex() == MI_MIAMI_SPARROW)
+ acceleration = 0.0f;
+
+ brake = m_fBrakePedal * pHandling->fBrakeDeceleration * CTimer::GetTimeStep();
+ bool neutralHandling = !!(pHandling->Flags & HANDLING_NEUTRALHANDLING);
+ float brakeBiasFront = neutralHandling ? 1.0f : 2.0f*pHandling->fBrakeBias;
+ float brakeBiasRear = neutralHandling ? 1.0f : 2.0f*(1.0f-pHandling->fBrakeBias);
+ float tractionBiasFront = neutralHandling ? 1.0f : 2.0f*pHandling->fTractionBias;
+ float tractionBiasRear = neutralHandling ? 1.0f : 2.0f*(1.0f-pHandling->fTractionBias);
+
+ // Count how many wheels are touching the ground
+
+ m_nWheelsOnGround = 0;
+ m_nDriveWheelsOnGroundPrev = m_nDriveWheelsOnGround;
+ m_nDriveWheelsOnGround = 0;
+
+ for(i = 0; i < 4; i++){
+ if(m_aSuspensionSpringRatio[i] < 1.0f)
+ m_aWheelTimer[i] = 4.0f;
+ else
+ m_aWheelTimer[i] = max(m_aWheelTimer[i]-CTimer::GetTimeStep(), 0.0f);
+
+ if(m_aWheelTimer[i] > 0.0f){
+ m_nWheelsOnGround++;
+ switch(pHandling->Transmission.nDriveType){
+ case '4':
+ m_nDriveWheelsOnGround++;
+ break;
+ case 'F':
+ if(i == CARWHEEL_FRONT_LEFT || i == CARWHEEL_FRONT_RIGHT)
+ m_nDriveWheelsOnGround++;
+ break;
+ case 'R':
+ if(i == CARWHEEL_REAR_LEFT || i == CARWHEEL_REAR_RIGHT)
+ m_nDriveWheelsOnGround++;
+ break;
+ }
+ }
+ }
+
+ float traction;
+ if(m_status == STATUS_PHYSICS)
+ traction = 0.004f * m_fTraction;
+ else
+ traction = 0.004f;
+ traction *= pHandling->fTractionMultiplier / 4.0f;
+ traction /= fForceMultiplier;
+ if(CVehicle::bCheat3)
+ traction *= 4.0f;
+
+ if(FindPlayerVehicle() && FindPlayerVehicle() == this){
+ if(CPad::GetPad(0)->WeaponJustDown()){
+ if(m_bombType == CARBOMB_TIMED){
+ m_bombType = CARBOMB_TIMEDACTIVE;
+ m_nBombTimer = 7000;
+ m_pBlowUpEntity = FindPlayerPed();
+ CGarages::TriggerMessage("GA_12", -1, 3000, -1);
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_BOMB_TIMED_ACTIVATED, 1.0f);
+ }else if(m_bombType == CARBOMB_ONIGNITION){
+ m_bombType = CARBOMB_ONIGNITIONACTIVE;
+ CGarages::TriggerMessage("GA_12", -1, 3000, -1);
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_BOMB_ONIGNITION_ACTIVATED, 1.0f);
+ }
+ }
+ }else if(strongGrip1 || CVehicle::bCheat3){
+ traction *= 1.2f;
+ acceleration *= 1.4f;
+ if(strongGrip2 || CVehicle::bCheat3){
+ traction *= 1.3f;
+ acceleration *= 1.4f;
+ }
+ }
+
+ static float fThrust;
+ static tWheelState WheelState[4];
+
+ // Process front wheels on ground
+
+ if(m_aWheelTimer[CARWHEEL_FRONT_LEFT] > 0.0f || m_aWheelTimer[CARWHEEL_FRONT_RIGHT] > 0.0f){
+ float s = Sin(m_fSteerAngle);
+ float c = Cos(m_fSteerAngle);
+ CVector wheelFwd = Multiply3x3(GetMatrix(), CVector(-s, c, 0.0f));
+ CVector wheelRight = Multiply3x3(GetMatrix(), CVector(c, s, 0.0f));
+
+ if(m_aWheelTimer[CARWHEEL_FRONT_LEFT] > 0.0f){
+ if(mod_HandlingManager.HasRearWheelDrive(pHandling->nIdentifier))
+ fThrust = 0.0f;
+ else
+ fThrust = acceleration;
+
+ m_aWheelColPoints[CARWHEEL_FRONT_LEFT].surfaceA = SURFACE_RUBBER29;
+ float adhesion = CSurfaceTable::GetAdhesiveLimit(m_aWheelColPoints[CARWHEEL_FRONT_LEFT])*traction;
+ if(m_status == STATUS_PLAYER)
+ adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_FRONT_LEFT].surfaceB);
+ WheelState[CARWHEEL_FRONT_LEFT] = m_aWheelState[CARWHEEL_FRONT_LEFT];
+
+ if(Damage.GetWheelStatus(VEHWHEEL_FRONT_LEFT) == WHEEL_STATUS_BURST)
+ ProcessWheel(wheelFwd, wheelRight,
+ contactSpeeds[CARWHEEL_FRONT_LEFT], contactPoints[CARWHEEL_FRONT_LEFT],
+ m_nWheelsOnGround, fThrust,
+ brake*brakeBiasFront,
+ adhesion*tractionBiasFront*Damage.m_fWheelDamageEffect,
+ CARWHEEL_FRONT_LEFT,
+ &m_aWheelSpeed[CARWHEEL_FRONT_LEFT],
+ &WheelState[CARWHEEL_FRONT_LEFT],
+ WHEEL_STATUS_BURST);
+ else
+ ProcessWheel(wheelFwd, wheelRight,
+ contactSpeeds[CARWHEEL_FRONT_LEFT], contactPoints[CARWHEEL_FRONT_LEFT],
+ m_nWheelsOnGround, fThrust,
+ brake*brakeBiasFront,
+ adhesion*tractionBiasFront,
+ CARWHEEL_FRONT_LEFT,
+ &m_aWheelSpeed[CARWHEEL_FRONT_LEFT],
+ &WheelState[CARWHEEL_FRONT_LEFT],
+ WHEEL_STATUS_OK);
+ }
+
+ if(m_aWheelTimer[CARWHEEL_FRONT_RIGHT] > 0.0f){
+ if(mod_HandlingManager.HasRearWheelDrive(pHandling->nIdentifier))
+ fThrust = 0.0f;
+ else
+ fThrust = acceleration;
+
+ m_aWheelColPoints[CARWHEEL_FRONT_RIGHT].surfaceA = SURFACE_RUBBER29;
+ float adhesion = CSurfaceTable::GetAdhesiveLimit(m_aWheelColPoints[CARWHEEL_FRONT_RIGHT])*traction;
+ if(m_status == STATUS_PLAYER)
+ adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_FRONT_RIGHT].surfaceB);
+ WheelState[CARWHEEL_FRONT_RIGHT] = m_aWheelState[CARWHEEL_FRONT_RIGHT];
+
+ if(Damage.GetWheelStatus(VEHWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST)
+ ProcessWheel(wheelFwd, wheelRight,
+ contactSpeeds[CARWHEEL_FRONT_RIGHT], contactPoints[CARWHEEL_FRONT_RIGHT],
+ m_nWheelsOnGround, fThrust,
+ brake*brakeBiasFront,
+ adhesion*tractionBiasFront*Damage.m_fWheelDamageEffect,
+ CARWHEEL_FRONT_RIGHT,
+ &m_aWheelSpeed[CARWHEEL_FRONT_RIGHT],
+ &WheelState[CARWHEEL_FRONT_RIGHT],
+ WHEEL_STATUS_BURST);
+ else
+ ProcessWheel(wheelFwd, wheelRight,
+ contactSpeeds[CARWHEEL_FRONT_RIGHT], contactPoints[CARWHEEL_FRONT_RIGHT],
+ m_nWheelsOnGround, fThrust,
+ brake*brakeBiasFront,
+ adhesion*tractionBiasFront,
+ CARWHEEL_FRONT_RIGHT,
+ &m_aWheelSpeed[CARWHEEL_FRONT_RIGHT],
+ &WheelState[CARWHEEL_FRONT_RIGHT],
+ WHEEL_STATUS_OK);
+ }
+ }
+
+ // Process front wheels off ground
+
+ if(m_aWheelTimer[CARWHEEL_FRONT_LEFT] <= 0.0f){
+ if(mod_HandlingManager.HasRearWheelDrive(pHandling->nIdentifier) || acceleration == 0.0f)
+ m_aWheelSpeed[CARWHEEL_FRONT_LEFT] *= 0.95f;
+ else{
+ if(acceleration > 0.0f){
+ if(m_aWheelSpeed[CARWHEEL_FRONT_LEFT] < 2.0f)
+ m_aWheelSpeed[CARWHEEL_FRONT_LEFT] -= 0.2f;
+ }else{
+ if(m_aWheelSpeed[CARWHEEL_FRONT_LEFT] > -2.0f)
+ m_aWheelSpeed[CARWHEEL_FRONT_LEFT] += 0.1f;
+ }
+ }
+ m_aWheelRotation[CARWHEEL_FRONT_LEFT] += m_aWheelSpeed[CARWHEEL_FRONT_LEFT];
+ }
+ if(m_aWheelTimer[CARWHEEL_FRONT_RIGHT] <= 0.0f){
+ if(mod_HandlingManager.HasRearWheelDrive(pHandling->nIdentifier) || acceleration == 0.0f)
+ m_aWheelSpeed[CARWHEEL_FRONT_RIGHT] *= 0.95f;
+ else{
+ if(acceleration > 0.0f){
+ if(m_aWheelSpeed[CARWHEEL_FRONT_RIGHT] < 2.0f)
+ m_aWheelSpeed[CARWHEEL_FRONT_RIGHT] -= 0.2f;
+ }else{
+ if(m_aWheelSpeed[CARWHEEL_FRONT_RIGHT] > -2.0f)
+ m_aWheelSpeed[CARWHEEL_FRONT_RIGHT] += 0.1f;
+ }
+ }
+ m_aWheelRotation[CARWHEEL_FRONT_RIGHT] += m_aWheelSpeed[CARWHEEL_FRONT_RIGHT];
+ }
+
+ // Process rear wheels
+
+ if(m_aWheelTimer[CARWHEEL_REAR_LEFT] > 0.0f || m_aWheelTimer[CARWHEEL_REAR_RIGHT] > 0.0f){
+ CVector wheelFwd = GetForward();
+ CVector wheelRight = GetRight();
+
+ if(bIsHandbrakeOn)
+ brake = 20000.0f;
+
+ if(m_aWheelTimer[CARWHEEL_REAR_LEFT] > 0.0f){
+ if(mod_HandlingManager.HasFrontWheelDrive(pHandling->nIdentifier))
+ fThrust = 0.0f;
+ else
+ fThrust = acceleration;
+
+ m_aWheelColPoints[CARWHEEL_REAR_LEFT].surfaceA = SURFACE_RUBBER29;
+ float adhesion = CSurfaceTable::GetAdhesiveLimit(m_aWheelColPoints[CARWHEEL_REAR_LEFT])*traction;
+ if(m_status == STATUS_PLAYER)
+ adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_REAR_LEFT].surfaceB);
+ WheelState[CARWHEEL_REAR_LEFT] = m_aWheelState[CARWHEEL_REAR_LEFT];
+
+ if(Damage.GetWheelStatus(VEHWHEEL_REAR_LEFT) == WHEEL_STATUS_BURST)
+ ProcessWheel(wheelFwd, wheelRight,
+ contactSpeeds[CARWHEEL_REAR_LEFT], contactPoints[CARWHEEL_REAR_LEFT],
+ m_nWheelsOnGround, fThrust,
+ brake*brakeBiasRear,
+ adhesion*tractionBiasRear*Damage.m_fWheelDamageEffect,
+ CARWHEEL_REAR_LEFT,
+ &m_aWheelSpeed[CARWHEEL_REAR_LEFT],
+ &WheelState[CARWHEEL_REAR_LEFT],
+ WHEEL_STATUS_BURST);
+ else
+ ProcessWheel(wheelFwd, wheelRight,
+ contactSpeeds[CARWHEEL_REAR_LEFT], contactPoints[CARWHEEL_REAR_LEFT],
+ m_nWheelsOnGround, fThrust,
+ brake*brakeBiasRear,
+ adhesion*tractionBiasRear,
+ CARWHEEL_REAR_LEFT,
+ &m_aWheelSpeed[CARWHEEL_REAR_LEFT],
+ &WheelState[CARWHEEL_REAR_LEFT],
+ WHEEL_STATUS_OK);
+ }
+
+ if(m_aWheelTimer[CARWHEEL_REAR_RIGHT] > 0.0f){
+ if(mod_HandlingManager.HasFrontWheelDrive(pHandling->nIdentifier))
+ fThrust = 0.0f;
+ else
+ fThrust = acceleration;
+
+ m_aWheelColPoints[CARWHEEL_REAR_RIGHT].surfaceA = SURFACE_RUBBER29;
+ float adhesion = CSurfaceTable::GetAdhesiveLimit(m_aWheelColPoints[CARWHEEL_REAR_RIGHT])*traction;
+ if(m_status == STATUS_PLAYER)
+ adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_REAR_RIGHT].surfaceB);
+ WheelState[CARWHEEL_REAR_RIGHT] = m_aWheelState[CARWHEEL_REAR_RIGHT];
+
+ if(Damage.GetWheelStatus(VEHWHEEL_REAR_RIGHT) == WHEEL_STATUS_BURST)
+ ProcessWheel(wheelFwd, wheelRight,
+ contactSpeeds[CARWHEEL_REAR_RIGHT], contactPoints[CARWHEEL_REAR_RIGHT],
+ m_nWheelsOnGround, fThrust,
+ brake*brakeBiasRear,
+ adhesion*tractionBiasRear*Damage.m_fWheelDamageEffect,
+ CARWHEEL_REAR_RIGHT,
+ &m_aWheelSpeed[CARWHEEL_REAR_RIGHT],
+ &WheelState[CARWHEEL_REAR_RIGHT],
+ WHEEL_STATUS_BURST);
+ else
+ ProcessWheel(wheelFwd, wheelRight,
+ contactSpeeds[CARWHEEL_REAR_RIGHT], contactPoints[CARWHEEL_REAR_RIGHT],
+ m_nWheelsOnGround, fThrust,
+ brake*brakeBiasRear,
+ adhesion*tractionBiasRear,
+ CARWHEEL_REAR_RIGHT,
+ &m_aWheelSpeed[CARWHEEL_REAR_RIGHT],
+ &WheelState[CARWHEEL_REAR_RIGHT],
+ WHEEL_STATUS_OK);
+ }
+ }
+
+ // Process rear wheels off ground
+
+ if(m_aWheelTimer[CARWHEEL_REAR_LEFT] <= 0.0f){
+ if(mod_HandlingManager.HasFrontWheelDrive(pHandling->nIdentifier) || acceleration == 0.0f)
+ m_aWheelSpeed[CARWHEEL_REAR_LEFT] *= 0.95f;
+ else{
+ if(acceleration > 0.0f){
+ if(m_aWheelSpeed[CARWHEEL_REAR_LEFT] < 2.0f)
+ m_aWheelSpeed[CARWHEEL_REAR_LEFT] -= 0.2f;
+ }else{
+ if(m_aWheelSpeed[CARWHEEL_REAR_LEFT] > -2.0f)
+ m_aWheelSpeed[CARWHEEL_REAR_LEFT] += 0.1f;
+ }
+ }
+ m_aWheelRotation[CARWHEEL_REAR_LEFT] += m_aWheelSpeed[CARWHEEL_REAR_LEFT];
+ }
+ if(m_aWheelTimer[CARWHEEL_REAR_RIGHT] <= 0.0f){
+ if(mod_HandlingManager.HasFrontWheelDrive(pHandling->nIdentifier) || acceleration == 0.0f)
+ m_aWheelSpeed[CARWHEEL_REAR_RIGHT] *= 0.95f;
+ else{
+ if(acceleration > 0.0f){
+ if(m_aWheelSpeed[CARWHEEL_REAR_RIGHT] < 2.0f)
+ m_aWheelSpeed[CARWHEEL_REAR_RIGHT] -= 0.2f;
+ }else{
+ if(m_aWheelSpeed[CARWHEEL_REAR_RIGHT] > -2.0f)
+ m_aWheelSpeed[CARWHEEL_REAR_RIGHT] += 0.1f;
+ }
+ }
+ m_aWheelRotation[CARWHEEL_REAR_RIGHT] += m_aWheelSpeed[CARWHEEL_REAR_RIGHT];
+ }
+
+ for(i = 0; i < 4; i++){
+ float wheelPos = colModel->lines[i].p0.z;
+ if(m_aSuspensionSpringRatio[i] > 0.0f)
+ wheelPos -= m_aSuspensionSpringRatio[i]*m_aSuspensionSpringLength[i];
+ m_aWheelPosition[i] += (wheelPos - m_aWheelPosition[i])*0.75f;
+ }
+ for(i = 0; i < 4; i++)
+ m_aWheelState[i] = WheelState[i];
+
+ // Process horn
+
+ if(m_status != STATUS_PLAYER){
+ ReduceHornCounter();
+ }else{
+ if(GetModelIndex() == MI_MRWHOOP){
+ if(Pads[0].bHornHistory[Pads[0].iCurrHornHistory] &&
+ !Pads[0].bHornHistory[(Pads[0].iCurrHornHistory+4) % 5]){
+ m_bSirenOrAlarm = !m_bSirenOrAlarm;
+ printf("m_bSirenOrAlarm toggled to %d\n", m_bSirenOrAlarm);
+ }
+ }else if(UsesSiren(GetModelIndex())){
+ if(Pads[0].bHornHistory[Pads[0].iCurrHornHistory]){
+ if(Pads[0].bHornHistory[(Pads[0].iCurrHornHistory+4) % 5] &&
+ Pads[0].bHornHistory[(Pads[0].iCurrHornHistory+3) % 5])
+ m_nCarHornTimer = 1;
+ else
+ m_nCarHornTimer = 0;
+ }else if(Pads[0].bHornHistory[(Pads[0].iCurrHornHistory+4) % 5] &&
+ !Pads[0].bHornHistory[(Pads[0].iCurrHornHistory+1) % 5]){
+ m_nCarHornTimer = 0;
+ m_bSirenOrAlarm = !m_bSirenOrAlarm;
+ }else
+ m_nCarHornTimer = 0;
+ }else if(GetModelIndex() != MI_YARDIE && !CVehicle::bCheat3){
+ if(Pads[0].GetHorn())
+ m_nCarHornTimer = 1;
+ else
+ m_nCarHornTimer = 0;
+ }
+ }
+
+ // Flying
+
+ if(m_status != STATUS_PLAYER && m_status != STATUS_PLAYER_REMOTE && m_status != STATUS_PHYSICS){
+ if(GetModelIndex() == MI_MIAMI_RCRAIDER || GetModelIndex() == MI_MIAMI_SPARROW)
+ m_aWheelSpeed[0] = max(m_aWheelSpeed[0]-0.0005f, 0.0f);
+ }else if((GetModelIndex() == MI_DODO || CVehicle::bAllDodosCheat) &&
+ m_vecMoveSpeed.Magnitude() > 0.0f && CTimer::GetTimeStep() > 0.0f){
+ FlyingControl(FLIGHT_MODEL_DODO);
+ }else if(GetModelIndex() == MI_MIAMI_RCBARON){
+ FlyingControl(FLIGHT_MODEL_HELI);
+ }else if(GetModelIndex() == MI_MIAMI_RCRAIDER || GetModelIndex() == MI_MIAMI_SPARROW || bAllCarCheat){
+ if(CPad::GetPad(0)->GetCircleJustDown())
+ m_aWheelSpeed[0] = max(m_aWheelSpeed[0]-0.03f, 0.0f);
+ if(m_aWheelSpeed[0] < 0.22f)
+ m_aWheelSpeed[0] += 0.0001f;
+ if(m_aWheelSpeed[0] > 0.15f)
+ FlyingControl(FLIGHT_MODEL_HELI);
+ }
+ }
+
+
+
+ // Process car on fire
+ // A similar calculation of damagePos is done elsewhere for smoke
+
+ uint8 engineStatus = Damage.GetEngineStatus();
+ CVector damagePos = ((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->m_positions[CAR_POS_HEADLIGHTS];
+
+ switch(Damage.GetDoorStatus(DOOR_BONNET)){
+ case DOOR_STATUS_OK:
+ case DOOR_STATUS_SMASHED:
+ // Bonnet is still there, smoke comes out at the edge
+ damagePos += vecDAMAGE_ENGINE_POS_SMALL;
+ break;
+ case DOOR_STATUS_SWINGING:
+ case DOOR_STATUS_MISSING:
+ // Bonnet is gone, smoke comes out at the engine
+ damagePos += vecDAMAGE_ENGINE_POS_BIG;
+ break;
+ }
+
+ // move fire forward if in first person
+ if(this == FindPlayerVehicle() && TheCamera.GetLookingForwardFirstPerson())
+ if(m_fHealth < 250.0f && m_status != STATUS_WRECKED){
+ if(GetModelIndex() == MI_FIRETRUCK)
+ damagePos += CVector(0.0f, 3.0f, -0.2f);
+ else
+ damagePos += CVector(0.0f, 1.2f, -0.8f);
+ }
+
+ damagePos = GetMatrix()*damagePos;
+ damagePos.z += 0.15f;
+
+ if(m_fHealth < 250.0f && m_status != STATUS_WRECKED){
+ // Car is on fire
+
+ CParticle::AddParticle(PARTICLE_CARFLAME, damagePos,
+ CVector(0.0f, 0.0f, CGeneral::GetRandomNumberInRange(0.01125f, 0.09f)),
+ nil, 0.9f);
+
+ CVector coors = damagePos;
+ coors.x += CGeneral::GetRandomNumberInRange(-0.5625f, 0.5625f),
+ coors.y += CGeneral::GetRandomNumberInRange(-0.5625f, 0.5625f),
+ coors.z += CGeneral::GetRandomNumberInRange(0.5625f, 2.25f);
+ CParticle::AddParticle(PARTICLE_CARFLAME_SMOKE, coors, CVector(0.0f, 0.0f, 0.0f));
+
+ CParticle::AddParticle(PARTICLE_ENGINE_SMOKE2, damagePos, CVector(0.0f, 0.0f, 0.0f), nil, 0.5f);
+
+ // Blow up car after 5 seconds
+ m_fFireBlowUpTimer += CTimer::GetTimeStepInMilliseconds();
+ if(m_fFireBlowUpTimer > 5000.0f){
+ CWorld::Players[CWorld::PlayerInFocus].AwardMoneyForExplosion(this);
+ BlowUpCar(m_pSetOnFireEntity);
+ }
+ }else
+ m_fFireBlowUpTimer = 0.0f;
+
+ // Decrease car health if engine is damaged badly
+ if(engineStatus > ENGINE_STATUS_ON_FIRE && m_fHealth > 250.0f)
+ m_fHealth -= 2.0f;
+
+ ProcessDelayedExplosion();
+
+
+ if(m_bSirenOrAlarm && (CTimer::GetFrameCounter()&7) == 5 &&
+ UsesSiren(GetModelIndex()) && GetModelIndex() != MI_RCBANDIT)
+ CCarAI::MakeWayForCarWithSiren(this);
+
+
+ // Find out how much to shake the pad depending on suspension and ground surface
+
+ float suspShake = 0.0f;
+ float surfShake = 0.0f;
+ for(i = 0; i < 4; i++){
+ float suspChange = m_aSuspensionSpringRatioPrev[i] - m_aSuspensionSpringRatio[i];
+ if(suspChange > 0.3f){
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_JUMP, suspChange);
+ if(suspChange > suspShake)
+ suspShake = suspChange;
+ }
+
+ uint8 surf = m_aWheelColPoints[i].surfaceB;
+ if(surf == SURFACE_DIRT || surf == SURFACE_PUDDLE || surf == SURFACE_HEDGE){
+ if(surfShake < 0.2f)
+ surfShake = 0.3f;
+ }else if(surf == SURFACE_DIRTTRACK || surf == SURFACE_SAND){
+ if(surfShake < 0.1f)
+ surfShake = 0.2f;
+ }else if(surf == SURFACE_GRASS){
+ if(surfShake < 0.05f)
+ surfShake = 0.1f;
+ }
+
+ m_aSuspensionSpringRatioPrev[i] = m_aSuspensionSpringRatio[i];
+ m_aSuspensionSpringRatio[i] = 1.0f;
+ }
+
+ // Shake pad
+
+ if((suspShake > 0.0f || surfShake > 0.0f) && m_status == STATUS_PLAYER){
+ float speed = m_vecMoveSpeed.MagnitudeSqr();
+ if(speed > sq(0.1f)){
+ speed = Sqrt(speed);
+ if(suspShake > 0.0f){
+ uint8 freq = min(200.0f*suspShake*speed*2000.0f/m_fMass + 100.0f, 250.0f);
+ CPad::GetPad(0)->StartShake(20000.0f*CTimer::GetTimeStep()/freq, freq);
+ }else{
+ uint8 freq = min(200.0f*surfShake*speed*2000.0f/m_fMass + 40.0f, 145.0f);
+ CPad::GetPad(0)->StartShake(5000.0f*CTimer::GetTimeStep()/freq, freq);
+ }
+ }
+ }
+
+ bVehicleColProcessed = false;
+
+ if(!bWarnedPeds)
+ CCarCtrl::ScanForPedDanger(this);
+
+
+ // Turn around at the edge of the world
+ // TODO: make the numbers defines
+
+ float heading;
+ if(GetPosition().x > 1900.0f){
+ if(m_vecMoveSpeed.x > 0.0f)
+ m_vecMoveSpeed.x *= -1.0f;
+ heading = GetForward().Heading();
+ if(heading > 0.0f) // going west
+ SetHeading(-heading);
+ }else if(GetPosition().x < -1900.0f){
+ if(m_vecMoveSpeed.x < 0.0f)
+ m_vecMoveSpeed.x *= -1.0f;
+ heading = GetForward().Heading();
+ if(heading < 0.0f) // going east
+ SetHeading(-heading);
+ }
+ if(GetPosition().y > 1900.0f){
+ if(m_vecMoveSpeed.y > 0.0f)
+ m_vecMoveSpeed.y *= -1.0f;
+ heading = GetForward().Heading();
+ if(heading < HALFPI && heading > 0.0f)
+ SetHeading(PI-heading);
+ else if(heading > -HALFPI && heading < 0.0f)
+ SetHeading(-PI-heading);
+ }else if(GetPosition().y < -1900.0f){
+ if(m_vecMoveSpeed.y < 0.0f)
+ m_vecMoveSpeed.y *= -1.0f;
+ heading = GetForward().Heading();
+ if(heading > HALFPI)
+ SetHeading(PI-heading);
+ else if(heading < -HALFPI)
+ SetHeading(-PI-heading);
+ }
+
+ if(bInfiniteMass){
+ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
+ m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
+ m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
+ }else if(!skipPhysics &&
+ (m_fGasPedal == 0.0f && brake == 0.0f || m_status == STATUS_WRECKED)){
+ if(Abs(m_vecMoveSpeed.x) < 0.005f &&
+ Abs(m_vecMoveSpeed.y) < 0.005f &&
+ Abs(m_vecMoveSpeed.z) < 0.005f){
+ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ m_vecTurnSpeed.z = 0.0f;
+ }
+ }
+
+// TEMP
+if(pDriver)
+ pDriver->m_fHealth = 100.0f;
+}
void
CAutomobile::Teleport(CVector pos)
@@ -86,7 +1232,7 @@ CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
// In ProcessControl these will be re-normalized to ignore the tyre radius.
if(field_EF || m_phy_flagA80 ||
- GetModelIndex() == MI_DODO && (ent->m_status == STATUS_PHYSICS || ent->m_status == STATUS_SIMPLE)){
+ GetModelIndex() == MI_DODO && (ent->IsPed() || ent->IsVehicle())){
// don't do line collision
for(i = 0; i < 4; i++)
m_aSuspensionSpringRatio[i] = prevRatios[i];
@@ -141,8 +1287,613 @@ CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
return numCollisions;
}
+static int16 nLastControlInput;
+static float fMouseCentreRange = 0.35f;
+static float fMouseSteerSens = -0.0035f;
+static float fMouseCentreMult = 0.975f;
+
+void
+CAutomobile::ProcessControlInputs(uint8 pad)
+{
+ float speed = DotProduct(m_vecMoveSpeed, GetForward());
+
+ if(CPad::GetPad(pad)->GetExitVehicle())
+ bIsHandbrakeOn = true;
+ else
+ bIsHandbrakeOn = !!CPad::GetPad(pad)->GetHandBrake();
+
+ // Steer left/right
+ if(CCamera::m_bUseMouse3rdPerson && !CVehicle::m_bDisableMouseSteering){
+ if(CPad::GetPad(pad)->GetMouseX() != 0.0f){
+ m_fSteerRatio += fMouseSteerSens*CPad::GetPad(pad)->GetMouseX();
+ nLastControlInput = 2;
+ if(Abs(m_fSteerRatio) < fMouseCentreRange)
+ m_fSteerRatio *= Pow(fMouseCentreMult, CTimer::GetTimeStep());
+ }else if(CPad::GetPad(pad)->GetSteeringLeftRight() || nLastControlInput != 2){
+ // mouse hasn't move, steer with pad like below
+ m_fSteerRatio += (-CPad::GetPad(pad)->GetSteeringLeftRight()/128.0f - m_fSteerRatio)*
+ 0.2f*CTimer::GetTimeStep();
+ nLastControlInput = 0;
+ }
+ }else{
+ m_fSteerRatio += (-CPad::GetPad(pad)->GetSteeringLeftRight()/128.0f - m_fSteerRatio)*
+ 0.2f*CTimer::GetTimeStep();
+ nLastControlInput = 0;
+ }
+ m_fSteerRatio = clamp(m_fSteerRatio, -1.0f, 1.0f);
+
+ // Accelerate/Brake
+ float acceleration = (CPad::GetPad(pad)->GetAccelerate() - CPad::GetPad(pad)->GetBrake())/255.0f;
+ if(GetModelIndex() == MI_DODO && acceleration < 0.0f)
+ acceleration *= 0.3f;
+ if(Abs(speed) < 0.01f){
+ // standing still, go into direction we want
+ m_fGasPedal = acceleration;
+ m_fBrakePedal = 0.0f;
+ }else{
+#if 1
+ // simpler than the code below
+ if(speed * acceleration < 0.0f){
+ // if opposite directions, have to brake first
+ m_fGasPedal = 0.0f;
+ m_fBrakePedal = Abs(acceleration);
+ }else{
+ // accelerating in same direction we were already going
+ m_fGasPedal = acceleration;
+ m_fBrakePedal = 0.0f;
+ }
+#else
+ if(speed < 0.0f){
+ // moving backwards currently
+ if(acceleration < 0.0f){
+ // still go backwards
+ m_fGasPedal = acceleration;
+ m_fBrakePedal = 0.0f;
+ }else{
+ // want to go forwards, so brake
+ m_fGasPedal = 0.0f;
+ m_fBrakePedal = acceleration;
+ }
+ }else{
+ // moving forwards currently
+ if(acceleration < 0.0f){
+ // want to go backwards, so brake
+ m_fGasPedal = 0.0f;
+ m_fBrakePedal = -acceleration;
+ }else{
+ // still go forwards
+ m_fGasPedal = acceleration;
+ m_fBrakePedal = 0.0f;
+ }
+ }
+#endif
+ }
+
+ // Actually turn wheels
+ static float fValue; // why static?
+ if(m_fSteerRatio < 0.0f)
+ fValue = -sq(m_fSteerRatio);
+ else
+ fValue = sq(m_fSteerRatio);
+ m_fSteerAngle = DEGTORAD(pHandling->fSteeringLock) * fValue;
+
+ if(bComedyControls){
+ int rnd = CGeneral::GetRandomNumber() % 10;
+ switch(m_comedyControlState){
+ case 0:
+ if(rnd < 2)
+ m_comedyControlState = 1;
+ else if(rnd < 4)
+ m_comedyControlState = 2;
+ break;
+ case 1:
+ m_fSteerAngle += 0.05f;
+ if(rnd < 2)
+ m_comedyControlState = 0;
+ break;
+ case 2:
+ m_fSteerAngle -= 0.05f;
+ if(rnd < 2)
+ m_comedyControlState = 0;
+ break;
+ }
+ }else
+ m_comedyControlState = 0;
+
+ // Brake if player isn't in control
+ // BUG: game always uses pad 0 here
+ if(CPad::GetPad(pad)->DisablePlayerControls){
+ m_fBrakePedal = 1.0f;
+ bIsHandbrakeOn = true;
+ m_fGasPedal = 0.0f;
+
+ FindPlayerPed()->KeepAreaAroundPlayerClear();
+
+ // slow down car immediately
+ speed = m_vecMoveSpeed.Magnitude();
+ if(speed > 0.28f)
+ m_vecMoveSpeed *= 0.28f/speed;
+ }
+}
+
+WRAPPER void
+CAutomobile::FireTruckControl(void)
+{ EAXJMP(0x522590);
+}
-WRAPPER void CAutomobile::ProcessControlInputs(uint8) { EAXJMP(0x53B660); }
+WRAPPER void
+CAutomobile::TankControl(void)
+{ EAXJMP(0x53D530);
+}
+
+WRAPPER void
+CAutomobile::HydraulicControl(void)
+{ EAXJMP(0x52D4E0);
+}
+
+WRAPPER void
+CAutomobile::ProcessBuoyancy(void)
+{ EAXJMP(0x5308D0);
+}
+
+void
+CAutomobile::DoDriveByShootings(void)
+{
+ CAnimBlendAssociation *anim;
+ CWeapon *weapon = pDriver->GetWeapon();
+ if(weapon->m_eWeaponType != WEAPONTYPE_UZI)
+ return;
+
+ weapon->Update(pDriver->m_audioEntityId);
+
+ bool lookingLeft = false;
+ bool lookingRight = false;
+ if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN1){
+ if(CPad::GetPad(0)->GetLookLeft())
+ lookingLeft = true;
+ if(CPad::GetPad(0)->GetLookRight())
+ lookingRight = true;
+ }else{
+ if(TheCamera.Cams[TheCamera.ActiveCam].LookingLeft)
+ lookingLeft = true;
+ if(TheCamera.Cams[TheCamera.ActiveCam].LookingRight)
+ lookingRight = true;
+ }
+
+ if(lookingLeft || lookingRight){
+ if(lookingLeft){
+ anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_R);
+ if(anim)
+ anim->blendDelta = -1000.0f;
+ anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_L);
+ if(anim == nil || anim->blendDelta < 0.0f)
+ CAnimManager::AddAnimation(pDriver->GetClump(), ASSOCGRP_STD, ANIM_DRIVEBY_L);
+ else
+ anim->SetRun();
+ }else if(pDriver->m_pMyVehicle->pPassengers[0] == nil || TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_FIRSTPERSON){
+ anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_L);
+ if(anim)
+ anim->blendDelta = -1000.0f;
+ anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_R);
+ if(anim == nil || anim->blendDelta < 0.0f)
+ CAnimManager::AddAnimation(pDriver->GetClump(), ASSOCGRP_STD, ANIM_DRIVEBY_R);
+ else
+ anim->SetRun();
+ }
+
+ if(CPad::GetPad(0)->GetCarGunFired() && CTimer::GetTimeInMilliseconds() > weapon->m_nTimer){
+ weapon->FireFromCar(this, lookingLeft);
+ weapon->m_nTimer = CTimer::GetTimeInMilliseconds() + 70;
+ }
+ }else{
+ weapon->Reload();
+ anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_L);
+ if(anim)
+ anim->blendDelta = -1000.0f;
+ anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_R);
+ if(anim)
+ anim->blendDelta = -1000.0f;
+ }
+
+ // TODO: what is this?
+ if(!lookingLeft && m_weaponDoorTimerLeft > 0.0f){
+ m_weaponDoorTimerLeft = max(m_weaponDoorTimerLeft - CTimer::GetTimeStep()*0.1f, 0.0f);
+ ProcessOpenDoor(CAR_DOOR_LF, NUM_ANIMS, m_weaponDoorTimerLeft);
+ }
+ if(!lookingRight && m_weaponDoorTimerRight > 0.0f){
+ m_weaponDoorTimerRight = max(m_weaponDoorTimerRight - CTimer::GetTimeStep()*0.1f, 0.0f);
+ ProcessOpenDoor(CAR_DOOR_RF, NUM_ANIMS, m_weaponDoorTimerRight);
+ }
+}
+
+int32
+CAutomobile::RcbanditCheckHitWheels(void)
+{
+ int x, xmin, xmax;
+ int y, ymin, ymax;
+
+ xmin = CWorld::GetSectorIndexX(GetPosition().x - 2.0f);
+ if(xmin < 0) xmin = 0;
+ xmax = CWorld::GetSectorIndexX(GetPosition().x + 2.0f);
+ if(xmax > NUMSECTORS_X-1) xmax = NUMSECTORS_X-1;
+ ymin = CWorld::GetSectorIndexX(GetPosition().y - 2.0f);
+ if(ymin < 0) ymin = 0;
+ ymax = CWorld::GetSectorIndexX(GetPosition().y + 2.0f);
+ if(ymax > NUMSECTORS_Y-1) ymax = NUMSECTORS_X-1;
+
+ CWorld::AdvanceCurrentScanCode();
+
+ for(y = ymin; y <= ymax; y++)
+ for(x = xmin; x <= xmax; x++){
+ CSector *s = CWorld::GetSector(x, y);
+ if(RcbanditCheck1CarWheels(s->m_lists[ENTITYLIST_VEHICLES]) ||
+ RcbanditCheck1CarWheels(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP]))
+ return 1;
+ }
+ return 0;
+}
+
+int32
+CAutomobile::RcbanditCheck1CarWheels(CPtrList &list)
+{
+ static CMatrix matW2B;
+ int i;
+ CPtrNode *node;
+ CAutomobile *car;
+ CColModel *colModel = GetColModel();
+ CVehicleModelInfo *mi;
+
+ for(node = list.first; node; node = node->next){
+ car = (CAutomobile*)node->item;
+ if(this != car && car->IsCar() && car->m_scanCode != CWorld::GetCurrentScanCode()){
+ car->m_scanCode = CWorld::GetCurrentScanCode();
+
+ if(Abs(this->GetPosition().x - car->GetPosition().x) < 10.0f &&
+ Abs(this->GetPosition().y - car->GetPosition().y) < 10.0f){
+ mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(car->GetModelIndex());
+
+ for(i = 0; i < 4; i++){
+ if(car->m_aSuspensionSpringRatioPrev[i] < 1.0f || car->m_status == STATUS_SIMPLE){
+ CVector wheelPos;
+ CColSphere sph;
+ mi->GetWheelPosn(i, wheelPos);
+ matW2B = Invert(GetMatrix());
+ sph.center = matW2B * (car->GetMatrix() * wheelPos);
+ sph.radius = mi->m_wheelScale*0.25f;
+ if(CCollision::TestSphereBox(sph, colModel->boundingBox))
+ return 1;
+ }
+ }
+ }
+ }
+ }
+ return 0;
+}
+
+void
+CAutomobile::PlaceOnRoadProperly(void)
+{
+ CColPoint point;
+ CEntity *entity;
+ CColModel *colModel = GetColModel();
+ float lenFwd, lenBack;
+ float frontZ, rearZ;
+
+ lenFwd = colModel->boundingBox.max.y;
+ lenBack = -colModel->boundingBox.min.y;
+
+ CVector front(GetPosition().x + GetForward().x*lenFwd,
+ GetPosition().y + GetForward().y*lenFwd,
+ GetPosition().z + 5.0f);
+ if(CWorld::ProcessVerticalLine(front, GetPosition().z - 5.0f, point, entity,
+ true, false, false, false, false, false, nil)){
+ frontZ = point.point.z;
+ m_pCurGroundEntity = entity;
+ }else{
+ frontZ = field_21C;
+ }
+
+ CVector rear(GetPosition().x - GetForward().x*lenBack,
+ GetPosition().y - GetForward().y*lenBack,
+ GetPosition().z + 5.0f);
+ if(CWorld::ProcessVerticalLine(rear, GetPosition().z - 5.0f, point, entity,
+ true, false, false, false, false, false, nil)){
+ rearZ = point.point.z;
+ m_pCurGroundEntity = entity;
+ }else{
+ rearZ = field_220;
+ }
+
+ float len = lenFwd + lenBack;
+ float angle = Atan((frontZ - rearZ)/len);
+ float c = Cos(angle);
+ float s = Sin(angle);
+
+ GetRight() = CVector((front.y - rear.y)/len, -(front.x - rear.x)/len, 0.0f);
+ GetForward() = CVector(-c*GetRight().y, c*GetRight().x, s);
+ GetUp() = CrossProduct(GetRight(), GetForward());
+ GetPosition() = CVector((front.x + rear.x)/2.0f, (front.y + rear.y)/2.0f, (frontZ + rearZ)/2.0f + GetHeightAboveRoad());
+}
+
+void
+CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece)
+{
+ int i;
+ float damageMultiplier = 0.2f;
+ bool doubleMoney = false;
+
+ if(impulse == 0.0f){
+ impulse = m_fDamageImpulse;
+ damagedPiece = m_nDamagePieceType;
+ damageMultiplier = 1.0f;
+ }
+
+ CVector pos(0.0f, 0.0f, 0.0f);
+
+ if(!bCanBeDamaged)
+ return;
+
+ // damage flipped over car
+ if(GetUp().z < 0.0f && this != FindPlayerVehicle()){
+ if(bNotDamagedUpsideDown || m_status == STATUS_PLAYER_REMOTE || bIsInWater)
+ return;
+ m_fHealth -= 4.0f*CTimer::GetTimeStep();
+ }
+
+ if(impulse > 25.0f && m_status != STATUS_WRECKED){
+ if(bIsLawEnforcer &&
+ FindPlayerVehicle() && FindPlayerVehicle() == m_pDamageEntity &&
+ m_status != STATUS_ABANDONED &&
+ FindPlayerVehicle()->m_vecMoveSpeed.Magnitude() >= m_vecMoveSpeed.Magnitude() &&
+ FindPlayerVehicle()->m_vecMoveSpeed.Magnitude() > 0.1f)
+ FindPlayerPed()->SetWantedLevelNoDrop(1);
+
+ if(m_status == STATUS_PLAYER && impulse > 50.0f){
+ uint8 freq = min(0.4f*impulse*2000.0f/m_fMass + 100.0f, 250.0f);
+ CPad::GetPad(0)->StartShake(40000/freq, freq);
+ }
+
+ if(bOnlyDamagedByPlayer){
+ if(m_pDamageEntity != FindPlayerPed() &&
+ m_pDamageEntity != FindPlayerVehicle())
+ return;
+ }
+
+ if(bCollisionProof)
+ return;
+
+ if(m_pDamageEntity){
+ if(m_pDamageEntity->IsBuilding() &&
+ DotProduct(m_vecDamageNormal, GetUp()) > 0.6f)
+ return;
+ }
+
+ int oldLightStatus[4];
+ for(i = 0; i < 4; i++)
+ oldLightStatus[i] = Damage.GetLightStatus((eLights)i);
+
+ if(GetUp().z > 0.0f || m_vecMoveSpeed.MagnitudeSqr() > 0.1f){
+ float impulseMult = bMoreResistantToDamage ? 0.5f : 4.0f;
+
+ switch(damagedPiece){
+ case CAR_PIECE_BUMP_FRONT:
+ GetComponentWorldPosition(CAR_BUMP_FRONT, pos);
+ dmgDrawCarCollidingParticles(pos, impulse);
+ if(Damage.ApplyDamage(COMPONENT_BUMPER_FRONT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
+ SetBumperDamage(CAR_BUMP_FRONT, VEHBUMPER_FRONT);
+ doubleMoney = true;
+ }
+ if(m_aCarNodes[CAR_BONNET] && Damage.GetPanelStatus(VEHBUMPER_FRONT) == PANEL_STATUS_MISSING){
+ case CAR_PIECE_BONNET:
+ GetComponentWorldPosition(CAR_BONNET, pos);
+ dmgDrawCarCollidingParticles(pos, impulse);
+ if(Damage.ApplyDamage(COMPONENT_DOOR_BONNET, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
+ SetDoorDamage(CAR_BONNET, DOOR_BONNET);
+ doubleMoney = true;
+ }
+ }
+ break;
+
+ case CAR_PIECE_BUMP_REAR:
+ GetComponentWorldPosition(CAR_BUMP_REAR, pos);
+ dmgDrawCarCollidingParticles(pos, impulse);
+ if(Damage.ApplyDamage(COMPONENT_BUMPER_FRONT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
+ SetBumperDamage(CAR_BUMP_REAR, VEHBUMPER_REAR);
+ doubleMoney = true;
+ }
+ if(m_aCarNodes[CAR_BOOT] && Damage.GetPanelStatus(VEHBUMPER_REAR) == PANEL_STATUS_MISSING){
+ case CAR_PIECE_BOOT:
+ GetComponentWorldPosition(CAR_BOOT, pos);
+ dmgDrawCarCollidingParticles(pos, impulse);
+ if(Damage.ApplyDamage(COMPONENT_DOOR_BOOT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
+ SetDoorDamage(CAR_BOOT, DOOR_BOOT);
+ doubleMoney = true;
+ }
+ }
+ break;
+
+ case CAR_PIECE_DOOR_LF:
+ GetComponentWorldPosition(CAR_DOOR_LF, pos);
+ dmgDrawCarCollidingParticles(pos, impulse);
+ if((m_nDoorLock == CARLOCK_NOT_USED || m_nDoorLock == CARLOCK_UNLOCKED) &&
+ Damage.ApplyDamage(COMPONENT_DOOR_FRONT_LEFT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
+ SetDoorDamage(CAR_DOOR_LF, DOOR_FRONT_LEFT);
+ doubleMoney = true;
+ }
+ break;
+ case CAR_PIECE_DOOR_RF:
+ GetComponentWorldPosition(CAR_DOOR_RF, pos);
+ dmgDrawCarCollidingParticles(pos, impulse);
+ if((m_nDoorLock == CARLOCK_NOT_USED || m_nDoorLock == CARLOCK_UNLOCKED) &&
+ Damage.ApplyDamage(COMPONENT_DOOR_FRONT_RIGHT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
+ SetDoorDamage(CAR_DOOR_RF, DOOR_FRONT_RIGHT);
+ doubleMoney = true;
+ }
+ break;
+ case CAR_PIECE_DOOR_LR:
+ GetComponentWorldPosition(CAR_DOOR_LR, pos);
+ dmgDrawCarCollidingParticles(pos, impulse);
+ if((m_nDoorLock == CARLOCK_NOT_USED || m_nDoorLock == CARLOCK_UNLOCKED) &&
+ Damage.ApplyDamage(COMPONENT_DOOR_REAR_LEFT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
+ SetDoorDamage(CAR_DOOR_LR, DOOR_REAR_LEFT);
+ doubleMoney = true;
+ }
+ break;
+ case CAR_PIECE_DOOR_RR:
+ GetComponentWorldPosition(CAR_DOOR_RR, pos);
+ dmgDrawCarCollidingParticles(pos, impulse);
+ if((m_nDoorLock == CARLOCK_NOT_USED || m_nDoorLock == CARLOCK_UNLOCKED) &&
+ Damage.ApplyDamage(COMPONENT_DOOR_REAR_RIGHT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
+ SetDoorDamage(CAR_DOOR_RR, DOOR_REAR_RIGHT);
+ doubleMoney = true;
+ }
+ break;
+
+ case CAR_PIECE_WING_LF:
+ GetComponentWorldPosition(CAR_WING_LF, pos);
+ dmgDrawCarCollidingParticles(pos, impulse);
+ if(Damage.ApplyDamage(COMPONENT_PANEL_FRONT_LEFT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
+ SetPanelDamage(CAR_WING_LF, VEHPANEL_FRONT_LEFT);
+ doubleMoney = true;
+ }
+ break;
+ case CAR_PIECE_WING_RF:
+ GetComponentWorldPosition(CAR_WING_RF, pos);
+ dmgDrawCarCollidingParticles(pos, impulse);
+ if(Damage.ApplyDamage(COMPONENT_PANEL_FRONT_RIGHT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
+ SetPanelDamage(CAR_WING_RF, VEHPANEL_FRONT_RIGHT);
+ doubleMoney = true;
+ }
+ break;
+ case CAR_PIECE_WING_LR:
+ GetComponentWorldPosition(CAR_WING_LR, pos);
+ dmgDrawCarCollidingParticles(pos, impulse);
+ if(Damage.ApplyDamage(COMPONENT_PANEL_REAR_LEFT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
+ SetPanelDamage(CAR_WING_LR, VEHPANEL_REAR_LEFT);
+ doubleMoney = true;
+ }
+ break;
+ case CAR_PIECE_WING_RR:
+ GetComponentWorldPosition(CAR_WING_RR, pos);
+ dmgDrawCarCollidingParticles(pos, impulse);
+ if(Damage.ApplyDamage(COMPONENT_PANEL_REAR_RIGHT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
+ SetPanelDamage(CAR_WING_RR, VEHPANEL_REAR_RIGHT);
+ doubleMoney = true;
+ }
+ break;
+
+ case CAR_PIECE_WHEEL_LF:
+ case CAR_PIECE_WHEEL_LR:
+ case CAR_PIECE_WHEEL_RF:
+ case CAR_PIECE_WHEEL_RR:
+ break;
+
+ case CAR_PIECE_WINDSCREEN:
+ if(Damage.ApplyDamage(COMPONENT_PANEL_WINDSCREEN, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
+ uint8 oldStatus = Damage.GetPanelStatus(VEHPANEL_WINDSCREEN);
+ SetPanelDamage(CAR_WINDSCREEN, VEHPANEL_WINDSCREEN);
+ if(oldStatus != Damage.GetPanelStatus(VEHPANEL_WINDSCREEN)){
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_WINDSHIELD_CRACK, 0.0f);
+ doubleMoney = true;
+ }
+ }
+ break;
+ }
+
+ if(m_pDamageEntity && m_pDamageEntity == FindPlayerVehicle() && impulse > 10.0f){
+ int money = (doubleMoney ? 2 : 1) * impulse*pHandling->nMonetaryValue/1000000.0f;
+ money = min(money, 40);
+ if(money > 2){
+ sprintf(gString, "$%d", money);
+ CWorld::Players[CWorld::PlayerInFocus].m_nMoney += money;
+ }
+ }
+ }
+
+ float damage = (impulse-25.0f)*pHandling->fCollisionDamageMultiplier*0.6f*damageMultiplier;
+
+ if(GetModelIndex() == MI_SECURICA && m_pDamageEntity && m_pDamageEntity->m_status == STATUS_PLAYER)
+ damage *= 7.0f;
+
+ if(damage > 0.0f){
+ int oldHealth = m_fHealth;
+ if(this == FindPlayerVehicle()){
+ m_fHealth -= bTakeLessDamage ? damage/6.0f : damage/2.0f;
+ }else{
+ if(damage > 35.0f && pDriver)
+ pDriver->Say(SOUND_PED_CAR_COLLISION);
+ m_fHealth -= bTakeLessDamage ? damage/12.0f : damage/4.0f;
+ }
+ if(m_fHealth <= 0.0f && oldHealth > 0)
+ m_fHealth = 1.0f;
+ }
+
+ // play sound if a light broke
+ for(i = 0; i < 4; i++)
+ if(oldLightStatus[i] != 1 && Damage.GetLightStatus((eLights)i) == 1){
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_LIGHT_BREAK, i); // BUG? i?
+ break;
+ }
+ }
+
+ if(m_fHealth < 250.0f){
+ // Car is on fire
+ if(Damage.GetEngineStatus() < ENGINE_STATUS_ON_FIRE){
+ // Set engine on fire and remember who did this
+ Damage.SetEngineStatus(ENGINE_STATUS_ON_FIRE);
+ m_fFireBlowUpTimer = 0.0f;
+ m_pSetOnFireEntity = m_pDamageEntity;
+ if(m_pSetOnFireEntity)
+ m_pSetOnFireEntity->RegisterReference(&m_pSetOnFireEntity);
+ }
+ }else{
+ if(GetModelIndex() == MI_BFINJECT){
+ if(m_fHealth < 400.0f)
+ Damage.SetEngineStatus(200);
+ else if(m_fHealth < 600.0f)
+ Damage.SetEngineStatus(100);
+ }
+ }
+}
+
+void
+CAutomobile::dmgDrawCarCollidingParticles(const CVector &pos, float amount)
+{
+ int i, n;
+
+ if(!GetIsOnScreen())
+ return;
+
+ // FindPlayerSpeed() unused
+
+ n = (int)amount/20;
+
+ for(i = 0; i < ((n+4)&0x1F); i++)
+ CParticle::AddParticle(PARTICLE_SPARK_SMALL, pos,
+ CVector(CGeneral::GetRandomNumberInRange(-0.1f, 0.1f),
+ CGeneral::GetRandomNumberInRange(-0.1f, 0.1f),
+ 0.006f));
+
+ for(i = 0; i < n+2; i++)
+ CParticle::AddParticle(PARTICLE_CARCOLLISION_DUST,
+ CVector(CGeneral::GetRandomNumberInRange(-1.2f, 1.2f) + pos.x,
+ CGeneral::GetRandomNumberInRange(-1.2f, 1.2f) + pos.y,
+ pos.z),
+ CVector(0.0f, 0.0f, 0.0f), nil, 0.5f);
+
+ n = (int)amount/50 + 1;
+ for(i = 0; i < n; i++)
+ CParticle::AddParticle(PARTICLE_CAR_DEBRIS, pos,
+ CVector(CGeneral::GetRandomNumberInRange(-0.25f, 0.25f),
+ CGeneral::GetRandomNumberInRange(-0.25f, 0.25f),
+ CGeneral::GetRandomNumberInRange(0.1f, 0.25f)),
+ nil,
+ CGeneral::GetRandomNumberInRange(0.02f, 0.08f),
+ CVehicleModelInfo::ms_vehicleColourTable[m_currentColour1],
+ CGeneral::GetRandomNumberInRange(-40.0f, 40.0f),
+ 0,
+ CGeneral::GetRandomNumberInRange(0.0f, 4.0f));
+}
void
CAutomobile::GetComponentWorldPosition(int32 component, CVector &pos)
@@ -390,6 +2141,7 @@ CAutomobile::BlowUpCar(CEntity *culprit)
SetDoorDamage(CAR_DOOR_LR, DOOR_REAR_LEFT);
SetDoorDamage(CAR_DOOR_RR, DOOR_REAR_RIGHT);
SpawnFlyingComponent(CAR_WHEEL_LF, COMPGROUP_WHEEL);
+ atomic = nil;
RwFrameForAllObjects(m_aCarNodes[CAR_WHEEL_LF], GetCurrentAtomicObjectCB, &atomic);
if(atomic)
RpAtomicSetFlags(atomic, 0);
@@ -397,7 +2149,7 @@ CAutomobile::BlowUpCar(CEntity *culprit)
m_fHealth = 0.0f;
m_nBombTimer = 0;
- m_auto_flagA7 = 0;
+ m_bombType = CARBOMB_NONE;
TheCamera.CamShake(0.7f, GetPosition().x, GetPosition().y, GetPosition().z);
@@ -533,8 +2285,8 @@ CAutomobile::PlayCarHorn(void)
void
CAutomobile::PlayHornIfNecessary(void)
{
- if(m_autoPilot.m_flag2 ||
- m_autoPilot.m_flag1)
+ if(AutoPilot.m_flag2 ||
+ AutoPilot.m_flag1)
if(!HasCarStoppedBecauseOfLight())
PlayCarHorn();
}
@@ -546,9 +2298,9 @@ CAutomobile::ResetSuspension(void)
int i;
for(i = 0; i < 4; i++){
m_aSuspensionSpringRatio[i] = 1.0f;
- m_aWheelSkidThing[i] = 0.0f;
+ m_aWheelTimer[i] = 0.0f;
m_aWheelRotation[i] = 0.0f;
- m_aWheelState[i] = 0; // TODO: enum?
+ m_aWheelState[i] = WHEEL_STATE_0;
}
}
@@ -567,23 +2319,23 @@ CAutomobile::SetupSuspensionLines(void)
m_aWheelPosition[i] = posn.z;
// uppermost wheel position
- posn.z += m_handling->fSuspensionUpperLimit;
+ posn.z += pHandling->fSuspensionUpperLimit;
colModel->lines[i].p0 = posn;
// lowermost wheel position
- posn.z += m_handling->fSuspensionLowerLimit - m_handling->fSuspensionUpperLimit;
+ posn.z += pHandling->fSuspensionLowerLimit - pHandling->fSuspensionUpperLimit;
// lowest point on tyre
posn.z -= mi->m_wheelScale*0.5f;
colModel->lines[i].p1 = posn;
// this is length of the spring at rest
- m_aSuspensionSpringLength[i] = m_handling->fSuspensionUpperLimit - m_handling->fSuspensionLowerLimit;
+ m_aSuspensionSpringLength[i] = pHandling->fSuspensionUpperLimit - pHandling->fSuspensionLowerLimit;
m_aSuspensionLineLength[i] = colModel->lines[i].p0.z - colModel->lines[i].p1.z;
}
// Compress spring somewhat to get normal height on road
m_fHeightAboveRoad = -(colModel->lines[0].p0.z + (colModel->lines[0].p1.z - colModel->lines[0].p0.z)*
- (1.0f - 1.0f/(8.0f*m_handling->fSuspensionForceLevel)));
+ (1.0f - 1.0f/(8.0f*pHandling->fSuspensionForceLevel)));
for(i = 0; i < 4; i++)
m_aWheelPosition[i] = mi->m_wheelScale*0.5f - m_fHeightAboveRoad;
@@ -606,7 +2358,7 @@ void
CAutomobile::ScanForCrimes(void)
{
if(FindPlayerVehicle() && FindPlayerVehicle()->IsCar())
- if(FindPlayerVehicle()->m_nAlarmState != -1)
+ if(FindPlayerVehicle()->IsAlarmOn())
// if player's alarm is on, increase wanted level
if((FindPlayerVehicle()->GetPosition() - GetPosition()).MagnitudeSqr() < sq(20.0f))
CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetWantedLevelNoDrop(1);
@@ -634,20 +2386,20 @@ CAutomobile::HasCarStoppedBecauseOfLight(void)
if(m_status != STATUS_SIMPLE && m_status != STATUS_PHYSICS)
return false;
- if(m_autoPilot.m_nCurrentRouteNode && m_autoPilot.m_nNextRouteNode){
- CPathNode *curnode = &ThePaths.m_pathNodes[m_autoPilot.m_nCurrentRouteNode];
+ if(AutoPilot.m_nCurrentRouteNode && AutoPilot.m_nNextRouteNode){
+ CPathNode *curnode = &ThePaths.m_pathNodes[AutoPilot.m_nCurrentRouteNode];
for(i = 0; i < curnode->numLinks; i++)
- if(ThePaths.m_connections[curnode->firstLink + i] == m_autoPilot.m_nNextRouteNode)
+ if(ThePaths.m_connections[curnode->firstLink + i] == AutoPilot.m_nNextRouteNode)
break;
if(i < curnode->numLinks &&
ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[curnode->firstLink + i]].trafficLightType & 3) // TODO
return true;
}
- if(m_autoPilot.m_nCurrentRouteNode && m_autoPilot.m_nPrevRouteNode){
- CPathNode *curnode = &ThePaths.m_pathNodes[m_autoPilot.m_nCurrentRouteNode];
+ if(AutoPilot.m_nCurrentRouteNode && AutoPilot.m_nPrevRouteNode){
+ CPathNode *curnode = &ThePaths.m_pathNodes[AutoPilot.m_nCurrentRouteNode];
for(i = 0; i < curnode->numLinks; i++)
- if(ThePaths.m_connections[curnode->firstLink + i] == m_autoPilot.m_nPrevRouteNode)
+ if(ThePaths.m_connections[curnode->firstLink + i] == AutoPilot.m_nPrevRouteNode)
break;
if(i < curnode->numLinks &&
ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[curnode->firstLink + i]].trafficLightType & 3) // TODO
@@ -734,7 +2486,7 @@ CAutomobile::Fix(void)
Damage.ResetDamageStatus();
- if(m_handling->Flags & HANDLING_NO_DOORS){
+ if(pHandling->Flags & HANDLING_NO_DOORS){
Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_MISSING);
Damage.SetDoorStatus(DOOR_FRONT_RIGHT, DOOR_STATUS_MISSING);
Damage.SetDoorStatus(DOOR_REAR_LEFT, DOOR_STATUS_MISSING);
@@ -860,7 +2612,7 @@ CAutomobile::SpawnFlyingComponent(int32 component, uint32 type)
obj->m_fElasticity = 0.1f;
obj->m_fBuoyancy = obj->m_fMass*GRAVITY/0.75f;
obj->ObjectCreatedBy = TEMP_OBJECT;
- obj->bIsStatic = true;
+ obj->bIsStatic = false;
obj->bIsPickup = false;
obj->bUseVehicleColours = true;
obj->m_colour1 = m_currentColour1;
@@ -987,7 +2739,7 @@ CAutomobile::SetDoorDamage(int32 component, eDoors door, bool noFlyingComponents
return;
}
- if(door == DOOR_BOOT && status == DOOR_STATUS_SWINGING && m_handling->Flags & HANDLING_NOSWING_BOOT){
+ if(door == DOOR_BOOT && status == DOOR_STATUS_SWINGING && pHandling->Flags & HANDLING_NOSWING_BOOT){
Damage.SetDoorStatus(DOOR_BOOT, DOOR_STATUS_MISSING);
status = DOOR_STATUS_MISSING;
}
@@ -1051,7 +2803,7 @@ CAutomobile::SetTaxiLight(bool light)
bool
CAutomobile::GetAllWheelsOffGround(void)
{
- return m_nWheelsOnGround == 0;
+ return m_nDriveWheelsOnGround == 0;
}
void
@@ -1091,7 +2843,7 @@ public:
int32 ProcessEntityCollision_(CEntity *ent, CColPoint *colpoints){ return CAutomobile::ProcessEntityCollision(ent, colpoints); }
- void ProcessControlInputs_(uint8 x) { CAutomobile::ProcessControlInputs(x); }
+ void ProcessControlInputs_(uint8 pad) { CAutomobile::ProcessControlInputs(pad); }
void GetComponentWorldPosition_(int32 component, CVector &pos) { CAutomobile::GetComponentWorldPosition(component, pos); }
bool IsComponentPresent_(int32 component) { return CAutomobile::IsComponentPresent(component); }
void SetComponentRotation_(int32 component, CVector rotation) { CAutomobile::SetComponentRotation(component, rotation); }
@@ -1113,8 +2865,10 @@ public:
STARTPATCHES
InjectHook(0x52D170, &CAutomobile_::dtor, PATCH_JUMP);
InjectHook(0x52D190, &CAutomobile_::SetModelIndex_, PATCH_JUMP);
+ InjectHook(0x531470, &CAutomobile_::ProcessControl_, PATCH_JUMP);
InjectHook(0x535180, &CAutomobile_::Teleport_, PATCH_JUMP);
InjectHook(0x53B270, &CAutomobile_::ProcessEntityCollision_, PATCH_JUMP);
+ InjectHook(0x53B660, &CAutomobile_::ProcessControlInputs_, PATCH_JUMP);
InjectHook(0x52E5F0, &CAutomobile_::GetComponentWorldPosition_, PATCH_JUMP);
InjectHook(0x52E660, &CAutomobile_::IsComponentPresent_, PATCH_JUMP);
InjectHook(0x52E680, &CAutomobile_::SetComponentRotation_, PATCH_JUMP);
@@ -1129,6 +2883,8 @@ STARTPATCHES
InjectHook(0x53C0E0, &CAutomobile_::BurstTyre_, PATCH_JUMP);
InjectHook(0x437690, &CAutomobile_::GetHeightAboveRoad_, PATCH_JUMP);
InjectHook(0x53C450, &CAutomobile_::PlayCarHorn_, PATCH_JUMP);
+ InjectHook(0x53E090, &CAutomobile::PlaceOnRoadProperly, PATCH_JUMP);
+ InjectHook(0x52F030, &CAutomobile::dmgDrawCarCollidingParticles, PATCH_JUMP);
InjectHook(0x5353A0, &CAutomobile::ResetSuspension, PATCH_JUMP);
InjectHook(0x52D210, &CAutomobile::SetupSuspensionLines, PATCH_JUMP);
InjectHook(0x53E000, &CAutomobile::BlowUpCarsInPath, PATCH_JUMP);
diff --git a/src/vehicles/Automobile.h b/src/vehicles/Automobile.h
index 60e08d0a..1a103777 100644
--- a/src/vehicles/Automobile.h
+++ b/src/vehicles/Automobile.h
@@ -6,6 +6,25 @@
class CObject;
+// These are used for all the wheel arrays
+// DON'T confuse with VEHWHEEL, which are vehicle components
+enum {
+ CARWHEEL_FRONT_LEFT,
+ CARWHEEL_REAR_LEFT,
+ CARWHEEL_FRONT_RIGHT,
+ CARWHEEL_REAR_RIGHT
+};
+
+enum eBombType
+{
+ CARBOMB_NONE,
+ CARBOMB_TIMED,
+ CARBOMB_ONIGNITION,
+ CARBOMB_REMOTE,
+ CARBOMB_TIMEDACTIVE,
+ CARBOMB_ONIGNITIONACTIVE,
+};
+
class CAutomobile : public CVehicle
{
public:
@@ -16,7 +35,7 @@ public:
CColPoint m_aWheelColPoints[4];
float m_aSuspensionSpringRatio[4];
float m_aSuspensionSpringRatioPrev[4];
- float m_aWheelSkidThing[4];
+ float m_aWheelTimer[4]; // set to 4.0 when wheel is touching ground, then decremented
float field_49C;
bool m_aWheelSkidmarkMuddy[4];
bool m_aWheelSkidmarkBloody[4];
@@ -24,39 +43,45 @@ public:
float m_aWheelPosition[4];
float m_aWheelSpeed[4];
uint8 field_4D8;
- uint8 m_auto_flagA7 : 1;
+ uint8 m_bombType : 3;
uint8 bTaxiLight : 1;
- uint8 m_auto_flagA10 : 1;
+ uint8 bHadDriver : 1; // for bombs
uint8 m_auto_flagA20 : 1;
uint8 m_auto_flagA40 : 1;
uint8 m_auto_flagA80 : 1;
- uint8 field_4DA[10];
+ uint8 bNotDamagedUpsideDown : 1;
+ uint8 bMoreResistantToDamage : 1;
+ uint8 field_4DB;
+ CEntity *m_pBombRigger;
+ int16 field_4E0;
+ int16 field_4E2;
uint32 m_nBusDoorTimerEnd;
uint32 m_nBusDoorTimerStart;
float m_aSuspensionSpringLength[4];
float m_aSuspensionLineLength[4];
float m_fHeightAboveRoad;
- float m_fImprovedHandling;
- uint8 stuff6[28];
- float field_530;
+ float m_fTraction;
+ float m_fVelocityChangeForAudio;
+ float m_randomValues[6]; // used for what?
+ float m_fFireBlowUpTimer;
CPhysical *m_aGroundPhysical[4]; // physicals touching wheels
CVector m_aGroundOffset[4]; // from ground object to colpoint
- CEntity *m_pBlowUpEntity;
- float m_weaponThingA; // TODO
- float m_weaponThingB; // TODO
+ CEntity *m_pSetOnFireEntity;
+ float m_weaponDoorTimerLeft; // still don't know what exactly this is
+ float m_weaponDoorTimerRight;
float m_fCarGunLR;
float m_fCarGunUD;
float m_fWindScreenRotation;
uint8 stuff4[4];
- uint8 m_nWheelsOnGround_2;
uint8 m_nWheelsOnGround;
- uint8 m_nWheelsOnGroundPrev;
- uint8 stuff5[5];
- int32 m_aWheelState[4];
+ uint8 m_nDriveWheelsOnGround;
+ uint8 m_nDriveWheelsOnGroundPrev;
+ int32 field_594;
+ tWheelState m_aWheelState[4];
static bool &m_sAllTaxiLights;
- CAutomobile(int, uint8);
+ CAutomobile(int32, uint8);
// from CEntity
void SetModelIndex(uint32 id);
@@ -87,6 +112,16 @@ public:
float GetHeightAboveRoad(void);
void PlayCarHorn(void);
+ void FireTruckControl(void);
+ void TankControl(void);
+ void HydraulicControl(void);
+ void VehicleDamage(float impulse, uint16 damagedPiece);
+ void ProcessBuoyancy(void);
+ void DoDriveByShootings(void);
+ int32 RcbanditCheckHitWheels(void);
+ int32 RcbanditCheck1CarWheels(CPtrList &list);
+ void PlaceOnRoadProperly(void);
+ void dmgDrawCarCollidingParticles(const CVector &pos, float amount);
void PlayHornIfNecessary(void);
void ResetSuspension(void);
void SetupSuspensionLines(void);
@@ -113,7 +148,5 @@ public:
void ReduceHornCounter(void);
static void SetAllTaxiLights(bool set);
-
- CAutomobile* ctor(int, uint8);
};
static_assert(sizeof(CAutomobile) == 0x5A8, "CAutomobile: error");
diff --git a/src/vehicles/DamageManager.cpp b/src/vehicles/DamageManager.cpp
index 380537f2..3a7bd9e9 100644
--- a/src/vehicles/DamageManager.cpp
+++ b/src/vehicles/DamageManager.cpp
@@ -7,6 +7,13 @@
float G_aComponentDamage[] = { 2.5f, 1.25f, 3.2f, 1.4f, 2.5f, 2.8f, 0.5f };
+CDamageManager::CDamageManager(void)
+{
+ ResetDamageStatus();
+ m_fWheelDamageEffect = 0.75f;
+ field_24 = 1;
+}
+
void
CDamageManager::ResetDamageStatus(void)
{
@@ -18,15 +25,15 @@ CDamageManager::FuckCarCompletely(void)
{
int i;
- m_wheelStatus[0] = 2;
+ m_wheelStatus[0] = WHEEL_STATUS_MISSING;
// wheels 1-3 not reset?
- m_doorStatus[0] = 3;
- m_doorStatus[1] = 3;
- m_doorStatus[2] = 3;
- m_doorStatus[3] = 3;
- m_doorStatus[4] = 3;
- m_doorStatus[5] = 3;
+ m_doorStatus[0] = DOOR_STATUS_MISSING;
+ m_doorStatus[1] = DOOR_STATUS_MISSING;
+ m_doorStatus[2] = DOOR_STATUS_MISSING;
+ m_doorStatus[3] = DOOR_STATUS_MISSING;
+ m_doorStatus[4] = DOOR_STATUS_MISSING;
+ m_doorStatus[5] = DOOR_STATUS_MISSING;
for(i = 0; i < 3; i++){
#ifdef FIX_BUGS
@@ -216,8 +223,8 @@ CDamageManager::ProgressEngineDamage(void)
{
int status = GetEngineStatus();
int newstatus = status + 32 + (CGeneral::GetRandomNumber() & 0x1F);
- if(status < 225 && newstatus > 224)
- newstatus = 224;
+ if(status < ENGINE_STATUS_ON_FIRE && newstatus > ENGINE_STATUS_ON_FIRE-1)
+ newstatus = ENGINE_STATUS_ON_FIRE-1;
SetEngineStatus(newstatus);
return true;
}
diff --git a/src/vehicles/DamageManager.h b/src/vehicles/DamageManager.h
index b815f724..adcd7430 100644
--- a/src/vehicles/DamageManager.h
+++ b/src/vehicles/DamageManager.h
@@ -4,6 +4,11 @@
// TODO: move some of this into Vehicle.h
+enum eEngineStatus
+{
+ ENGINE_STATUS_ON_FIRE = 225
+};
+
enum eDoorStatus
{
DOOR_STATUS_OK,
@@ -23,7 +28,8 @@ enum ePanelStatus
enum eWheelStatus
{
WHEEL_STATUS_OK,
- WHEEL_STATUS_BURST
+ WHEEL_STATUS_BURST,
+ WHEEL_STATUS_MISSING
};
enum tComponent
@@ -65,7 +71,7 @@ class CDamageManager
{
public:
- float field_0;
+ float m_fWheelDamageEffect;
uint8 m_engineStatus;
uint8 m_wheelStatus[4];
uint8 m_doorStatus[6];
@@ -73,6 +79,8 @@ public:
uint32 m_panelStatus;
uint32 field_24;
+ CDamageManager(void);
+
void ResetDamageStatus(void);
void FuckCarCompletely(void);
bool ApplyDamage(tComponent component, float damage, float unused);
diff --git a/src/vehicles/Door.h b/src/vehicles/Door.h
index fc771a40..7bb7bba3 100644
--- a/src/vehicles/Door.h
+++ b/src/vehicles/Door.h
@@ -26,6 +26,12 @@ struct CDoor
CVector m_vecSpeed;
CDoor(void);
+ void Init(float minAngle, float maxAngle, int8 dir, int8 axis) {
+ m_fMinAngle = minAngle;
+ m_fMaxAngle = maxAngle;
+ m_nDirn = dir;
+ m_nAxis = axis;
+ }
void Open(float ratio);
void Process(CVehicle *veh);
float RetAngleWhenClosed(void);
diff --git a/src/vehicles/Floater.cpp b/src/vehicles/Floater.cpp
new file mode 100644
index 00000000..cabe00c3
--- /dev/null
+++ b/src/vehicles/Floater.cpp
@@ -0,0 +1,195 @@
+#include "common.h"
+#include "patcher.h"
+#include "Timer.h"
+#include "WaterLevel.h"
+#include "ModelIndices.h"
+#include "Physical.h"
+#include "Vehicle.h"
+#include "Floater.h"
+
+cBuoyancy &mod_Buoyancy = *(cBuoyancy*)0x8F2674;
+
+//static float fVolMultiplier = 1.0f;
+static float &fVolMultiplier = *(float*)0x601394;
+// amount of boat volume in bounding box
+// 1.0-volume is the empty space in the bbox
+static float fBoatVolumeDistribution[9] = {
+ // rear
+ 0.75f, 0.9f, 0.75f,
+ 0.95f, 1.0f, 0.95f,
+ 0.3f, 0.7f, 0.3f
+ // bow
+};
+
+bool
+cBuoyancy::ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *impulse, CVector *point)
+{
+ m_numSteps = 2.0f;
+
+ if(!CWaterLevel::GetWaterLevel(phys->GetPosition(), &m_waterlevel, phys->m_flagD8))
+ return false;
+ m_matrix = phys->GetMatrix();
+
+ PreCalcSetup(phys, buoyancy);
+ SimpleCalcBuoyancy();
+ float f = CalcBuoyancyForce(phys, impulse, point);
+ if(m_isBoat)
+ return true;
+ return f != 0.0f;
+}
+
+void
+cBuoyancy::PreCalcSetup(CPhysical *phys, float buoyancy)
+{
+ CColModel *colModel;
+
+ m_isBoat = phys->IsVehicle() && ((CVehicle*)phys)->IsBoat();
+ colModel = phys->GetColModel();
+ m_dimMin = colModel->boundingBox.min;
+ m_dimMax = colModel->boundingBox.max;
+
+ if(m_isBoat){
+ if(phys->GetModelIndex() == MI_PREDATOR){
+ m_dimMax.y *= 0.9f;
+ m_dimMin.y *= 0.9f;
+ }else if(phys->GetModelIndex() == MI_SPEEDER){
+ m_dimMax.y *= 1.1f;
+ m_dimMin.y *= 0.9f;
+ }else if(phys->GetModelIndex() == MI_REEFER){
+ m_dimMin.y *= 0.9f;
+ }else{
+ m_dimMax.y *= 0.9f;
+ m_dimMin.y *= 0.9f;
+ }
+ }
+
+ m_step = (m_dimMax - m_dimMin)/m_numSteps;
+
+ if(m_step.z > m_step.x && m_step.z > m_step.y){
+ m_stepRatio.x = m_step.x/m_step.z;
+ m_stepRatio.y = m_step.y/m_step.z;
+ m_stepRatio.z = 1.0f;
+ }else if(m_step.y > m_step.x && m_step.y > m_step.z){
+ m_stepRatio.x = m_step.x/m_step.y;
+ m_stepRatio.y = 1.0f;
+ m_stepRatio.z = m_step.z/m_step.y;
+ }else{
+ m_stepRatio.x = 1.0f;
+ m_stepRatio.y = m_step.y/m_step.x;
+ m_stepRatio.z = m_step.z/m_step.x;
+ }
+
+ m_haveVolume = false;
+ m_numPartialVolumes = 1.0f;
+ m_volumeUnderWater = 0.0f;
+ m_impulse = CVector(0.0f, 0.0f, 0.0f);
+ m_position = phys->GetPosition();
+ m_positionZ = CVector(0.0f, 0.0f, m_position.z);
+ m_buoyancy = buoyancy;
+ m_waterlevel += m_waterLevelInc;
+}
+
+void
+cBuoyancy::SimpleCalcBuoyancy(void)
+{
+ float x, y;
+ int ix, i;
+ tWaterLevel waterPosition;
+
+ // Floater is divided into 3x3 parts. Process and sum each of them
+ ix = 0;
+ for(x = m_dimMin.x; x <= m_dimMax.x; x += m_step.x){
+ i = ix;
+ for(y = m_dimMin.y; y <= m_dimMax.y; y += m_step.y){
+ CVector waterLevel(x, y, 0.0f);
+ FindWaterLevel(m_positionZ, &waterLevel, &waterPosition);
+ fVolMultiplier = m_isBoat ? fBoatVolumeDistribution[i] : 1.0f;
+ if(waterPosition != FLOATER_ABOVE_WATER)
+ SimpleSumBuoyancyData(waterLevel, waterPosition);
+ i += 3;
+ }
+ ix++;
+ }
+
+ m_volumeUnderWater /= (m_dimMax.z - m_dimMin.z)*sq(m_numSteps+1.0f);
+}
+
+float
+cBuoyancy::SimpleSumBuoyancyData(CVector &waterLevel, tWaterLevel waterPosition)
+{
+ static float fThisVolume;
+ static CVector AverageOfWaterLevel;
+ static float fFraction;
+ static float fRemainingSlice;
+
+ float submerged = Abs(waterLevel.z - m_dimMin.z);
+ // subtract empty space from submerged volume
+ fThisVolume = submerged - (1.0f - fVolMultiplier);
+ if(fThisVolume < 0.0f)
+ return 0.0f;
+
+ if(m_isBoat){
+ fThisVolume *= fVolMultiplier;
+ if(fThisVolume < 0.5f)
+ fThisVolume = 2.0f*sq(fThisVolume);
+ if(fThisVolume < 1.0f)
+ fThisVolume = sq(fThisVolume);
+ fThisVolume = sq(fThisVolume);
+ }
+
+ m_volumeUnderWater += fThisVolume;
+
+ AverageOfWaterLevel.x = waterLevel.x * m_stepRatio.x;
+ AverageOfWaterLevel.y = waterLevel.y * m_stepRatio.y;
+ AverageOfWaterLevel.z = (waterLevel.z+m_dimMin.z)/2.0f * m_stepRatio.z;
+
+ if(m_flipAverage)
+ AverageOfWaterLevel = -AverageOfWaterLevel;
+
+ fFraction = 1.0f/m_numPartialVolumes;
+ fRemainingSlice = 1.0f - fFraction;
+ m_impulse = m_impulse*fRemainingSlice + AverageOfWaterLevel*fThisVolume*fFraction;
+ m_numPartialVolumes += 1.0f;
+ m_haveVolume = true;
+ return fThisVolume;
+}
+
+void
+cBuoyancy::FindWaterLevel(const CVector &zpos, CVector *waterLevel, tWaterLevel *waterPosition)
+{
+ *waterPosition = FLOATER_IN_WATER;
+ // waterLevel is a local x,y point
+ // m_position is the global position of our floater
+ // zpos is the global z coordinate of our floater
+ CVector xWaterLevel = Multiply3x3(m_matrix, *waterLevel);
+ CWaterLevel::GetWaterLevel(xWaterLevel.x + m_position.x, xWaterLevel.y + m_position.y, m_position.z,
+ &waterLevel->z, true);
+ waterLevel->z -= xWaterLevel.z + zpos.z; // make local
+ if(waterLevel->z > m_dimMax.z){
+ waterLevel->z = m_dimMax.z;
+ *waterPosition = FLOATER_UNDER_WATER;
+ }else if(waterLevel->z < m_dimMin.z){
+ waterLevel->z = m_dimMin.z;
+ *waterPosition = FLOATER_ABOVE_WATER;
+ }
+}
+
+bool
+cBuoyancy::CalcBuoyancyForce(CPhysical *phys, CVector *impulse, CVector *point)
+{
+ if(!m_haveVolume)
+ return false;
+
+ *impulse = Multiply3x3(m_matrix, m_impulse);
+ *point = CVector(0.0f, 0.0f, m_volumeUnderWater*m_buoyancy*CTimer::GetTimeStep());
+ return true;
+}
+
+STARTPATCHES
+ InjectHook(0x546270, &cBuoyancy::ProcessBuoyancy, PATCH_JUMP);
+ InjectHook(0x546360, &cBuoyancy::PreCalcSetup, PATCH_JUMP);
+ InjectHook(0x5466F0, &cBuoyancy::SimpleCalcBuoyancy, PATCH_JUMP);
+ InjectHook(0x546820, &cBuoyancy::SimpleSumBuoyancyData, PATCH_JUMP);
+ InjectHook(0x546620, &cBuoyancy::FindWaterLevel, PATCH_JUMP);
+ InjectHook(0x5465A0, &cBuoyancy::CalcBuoyancyForce, PATCH_JUMP);
+ENDPATCHES
diff --git a/src/vehicles/Floater.h b/src/vehicles/Floater.h
new file mode 100644
index 00000000..ede2b9d0
--- /dev/null
+++ b/src/vehicles/Floater.h
@@ -0,0 +1,45 @@
+#pragma once
+
+class Physical;
+
+enum tWaterLevel
+{
+ FLOATER_ABOVE_WATER,
+ FLOATER_IN_WATER,
+ FLOATER_UNDER_WATER,
+};
+
+class cBuoyancy
+{
+public:
+ CVector m_position;
+ CMatrix m_matrix;
+ int m_field_54;
+ CVector m_positionZ;
+ float m_waterlevel;
+ float m_waterLevelInc;
+ float m_buoyancy;
+ CVector m_dimMax;
+ CVector m_dimMin;
+ float m_numPartialVolumes;
+ int m_field_8C;
+ int m_field_90;
+ int m_field_94;
+ bool m_haveVolume;
+ CVector m_step;
+ CVector m_stepRatio;
+ float m_numSteps;
+ bool m_flipAverage;
+ char m_field_B9;
+ bool m_isBoat;
+ float m_volumeUnderWater;
+ CVector m_impulse;
+
+ bool ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *impulse, CVector *point);
+ void PreCalcSetup(CPhysical *phys, float buoyancy);
+ void SimpleCalcBuoyancy(void);
+ float SimpleSumBuoyancyData(CVector &waterLevel, tWaterLevel waterPosition);
+ void FindWaterLevel(const CVector &zpos, CVector *waterLevel, tWaterLevel *waterPosition);
+ bool CalcBuoyancyForce(CPhysical *phys, CVector *impulse, CVector *point);
+};
+extern cBuoyancy &mod_Buoyancy;
diff --git a/src/vehicles/HandlingMgr.cpp b/src/vehicles/HandlingMgr.cpp
index 47d0564c..be96ab08 100644
--- a/src/vehicles/HandlingMgr.cpp
+++ b/src/vehicles/HandlingMgr.cpp
@@ -70,7 +70,7 @@ char VehicleNames[NUMHANDLINGS][14] = {
cHandlingDataMgr::cHandlingDataMgr(void)
{
- memset(this, 0, sizeof(this));
+ memset(this, 0, sizeof(*this));
}
void
@@ -127,7 +127,7 @@ cHandlingDataMgr::LoadHandlingData(void)
handlingId = FindExactWord(word, (const char*)VehicleNames, 14, NUMHANDLINGS);
assert(handlingId >= 0 && handlingId < NUMHANDLINGS);
handling = &HandlingData[handlingId];
- handling->nIdentifier = handlingId;
+ handling->nIdentifier = (eHandlingId)handlingId;
break;
case 1: handling->fMass = strtod(word, nil); break;
case 2: handling->Dimension.x = strtod(word, nil); break;
@@ -140,11 +140,11 @@ cHandlingDataMgr::LoadHandlingData(void)
case 9: handling->fTractionMultiplier = strtod(word, nil); break;
case 10: handling->fTractionLoss = strtod(word, nil); break;
case 11: handling->fTractionBias = strtod(word, nil); break;
- case 12: handling->TransmissionData.nNumberOfGears = atoi(word); break;
- case 13: handling->TransmissionData.fMaxVelocity = strtod(word, nil); break;
- case 14: handling->TransmissionData.fEngineAcceleration = strtod(word, nil) * 0.4f; break;
- case 15: handling->TransmissionData.nDriveType = word[0]; break;
- case 16: handling->TransmissionData.nEngineType = word[0]; break;
+ case 12: handling->Transmission.nNumberOfGears = atoi(word); break;
+ case 13: handling->Transmission.fMaxVelocity = strtod(word, nil); break;
+ case 14: handling->Transmission.fEngineAcceleration = strtod(word, nil) * 0.4f; break;
+ case 15: handling->Transmission.nDriveType = word[0]; break;
+ case 16: handling->Transmission.nEngineType = word[0]; break;
case 17: handling->fBrakeDeceleration = strtod(word, nil); break;
case 18: handling->fBrakeBias = strtod(word, nil); break;
case 19: handling->bABS = !!atoi(word); break;
@@ -159,7 +159,7 @@ cHandlingDataMgr::LoadHandlingData(void)
case 28: handling->fSuspensionBias = strtod(word, nil); break;
case 29:
sscanf(word, "%x", &handling->Flags);
- handling->TransmissionData.Flags = handling->Flags;
+ handling->Transmission.Flags = handling->Flags;
break;
case 30: handling->FrontLights = atoi(word); break;
case 31: handling->RearLights = atoi(word); break;
@@ -192,8 +192,8 @@ cHandlingDataMgr::ConvertDataToGameUnits(tHandlingData *handling)
// TODO: figure out what exactly is being converted here
float velocity, a, b, specificVolume;
- handling->TransmissionData.fEngineAcceleration /= 2500.0f;
- handling->TransmissionData.fMaxVelocity /= 180.0f;
+ handling->Transmission.fEngineAcceleration /= 2500.0f;
+ handling->Transmission.fMaxVelocity /= 180.0f;
handling->fBrakeDeceleration /= 2500.0f;
handling->fTurnMass = (sq(handling->Dimension.x) + sq(handling->Dimension.y)) * handling->fMass / 12.0f;
if(handling->fTurnMass < 10.0f)
@@ -205,27 +205,27 @@ cHandlingDataMgr::ConvertDataToGameUnits(tHandlingData *handling)
specificVolume = handling->Dimension.x*handling->Dimension.z*0.5f / handling->fMass; // ?
a = 0.0f;
b = 100.0f;
- velocity = handling->TransmissionData.fMaxVelocity;
+ velocity = handling->Transmission.fMaxVelocity;
while(a < b && velocity > 0.0f){
velocity -= 0.01;
- a = handling->TransmissionData.fEngineAcceleration/6.0f;
+ a = handling->Transmission.fEngineAcceleration/6.0f;
b = -velocity * (1.0f/(specificVolume * sq(velocity) + 1.0f) - 1.0f);
}
if(handling->nIdentifier == HANDLING_RCBANDIT){
- handling->TransmissionData.fUnkMaxVelocity = handling->TransmissionData.fMaxVelocity;
+ handling->Transmission.fUnkMaxVelocity = handling->Transmission.fMaxVelocity;
}else{
- handling->TransmissionData.fUnkMaxVelocity = velocity;
- handling->TransmissionData.fMaxVelocity = velocity * 1.2f;
+ handling->Transmission.fUnkMaxVelocity = velocity;
+ handling->Transmission.fMaxVelocity = velocity * 1.2f;
}
- handling->TransmissionData.fMaxReverseVelocity = -0.2f;
+ handling->Transmission.fMaxReverseVelocity = -0.2f;
- if(handling->TransmissionData.nDriveType == '4')
- handling->TransmissionData.fEngineAcceleration /= 4.0f;
+ if(handling->Transmission.nDriveType == '4')
+ handling->Transmission.fEngineAcceleration /= 4.0f;
else
- handling->TransmissionData.fEngineAcceleration /= 2.0f;
+ handling->Transmission.fEngineAcceleration /= 2.0f;
- handling->TransmissionData.InitGearRatios();
+ handling->Transmission.InitGearRatios();
}
int32
diff --git a/src/vehicles/HandlingMgr.h b/src/vehicles/HandlingMgr.h
index 2627fbae..70f1c005 100644
--- a/src/vehicles/HandlingMgr.h
+++ b/src/vehicles/HandlingMgr.h
@@ -85,7 +85,7 @@ enum
struct tHandlingData
{
- int32 nIdentifier;
+ eHandlingId nIdentifier;
float fMass;
float fInvMass;
float fTurnMass;
@@ -94,7 +94,7 @@ struct tHandlingData
int8 nPercentSubmerged;
float fBuoyancy;
float fTractionMultiplier;
- cTransmission TransmissionData;
+ cTransmission Transmission;
float fBrakeDeceleration;
float fBrakeBias;
int8 bABS;
@@ -136,6 +136,8 @@ public:
void ConvertDataToGameUnits(tHandlingData *handling);
int32 GetHandlingId(const char *name);
tHandlingData *GetHandlingData(eHandlingId id) { return &HandlingData[id]; }
+ bool HasRearWheelDrive(eHandlingId id) { return HandlingData[id].Transmission.nDriveType == 'R'; }
+ bool HasFrontWheelDrive(eHandlingId id) { return HandlingData[id].Transmission.nDriveType == 'F'; }
};
VALIDATE_SIZE(cHandlingDataMgr, 0x3030);
extern cHandlingDataMgr &mod_HandlingManager;
diff --git a/src/vehicles/Plane.h b/src/vehicles/Plane.h
index 1f54e529..e263766e 100644
--- a/src/vehicles/Plane.h
+++ b/src/vehicles/Plane.h
@@ -7,7 +7,17 @@ class CPlane : public CVehicle
{
public:
// 0x288
- uint8 stuff[20];
+ int16 m_wIndex;
+ int16 field_650;
+ int16 m_wNextPathNode;
+ char field_654;
+ char field_655;
+ float field_656;
+ int m_nFrameWhenHit;
+ char m_bHasBeenHit;
+ char m_bIsIncomingCesna;
+ char m_bIsDropoffCesna;
+ char field_667;
CPlane(int, uint8);
~CPlane(void);
diff --git a/src/vehicles/Transmission.cpp b/src/vehicles/Transmission.cpp
index 2be25cbb..d500d004 100644
--- a/src/vehicles/Transmission.cpp
+++ b/src/vehicles/Transmission.cpp
@@ -1,5 +1,7 @@
#include "common.h"
#include "patcher.h"
+#include "Timer.h"
+#include "HandlingMgr.h"
#include "Transmission.h"
void
@@ -35,3 +37,107 @@ cTransmission::InitGearRatios(void)
Gears[1].fShiftDownVelocity = -0.01f;
}
+
+void
+cTransmission::CalculateGearForSimpleCar(float speed, uint8 &gear)
+{
+ static tGear *pGearRatio;
+
+ pGearRatio = &Gears[gear];
+ fCurVelocity = speed;
+ if(speed > pGearRatio->fShiftUpVelocity)
+ gear++;
+ else if(speed < pGearRatio->fShiftDownVelocity){
+ if(gear - 1 < 0)
+ gear = 0;
+ else
+ gear--;
+ }
+}
+
+float
+cTransmission::CalculateDriveAcceleration(const float &gasPedal, uint8 &gear, float &time, const float &velocity, bool cheat)
+{
+ static float fAcceleration = 0.0f;
+ static float fVelocity;
+ static float fCheat;
+ static tGear *pGearRatio;
+
+ fVelocity = velocity;
+ if(fVelocity < fMaxReverseVelocity){
+ fVelocity = fMaxReverseVelocity;
+ return 0.0f;
+ }
+ if(fVelocity > fMaxVelocity){
+ fVelocity = fMaxVelocity;
+ return 0.0f;
+ }
+ fCurVelocity = fVelocity;
+
+ assert(gear <= nNumberOfGears);
+
+ pGearRatio = &Gears[gear];
+ if(fVelocity > pGearRatio->fShiftUpVelocity){
+ if(gear != 0 || gasPedal > 0.0f){
+ gear++;
+ time = 0.0f;
+ return CalculateDriveAcceleration(gasPedal, gear, time, fVelocity, false);
+ }
+ }else if(fVelocity < pGearRatio->fShiftDownVelocity && gear != 0){
+ if(gear != 1 || gasPedal < 0.0f){
+ gear--;
+ time = 0.0f;
+ return CalculateDriveAcceleration(gasPedal, gear, time, fVelocity, false);
+ }
+ }
+
+ if(time > 0.0f){
+ // changing gears currently, can't accelerate
+ fAcceleration = 0.0f;
+ time -= CTimer::GetTimeStepInSeconds();
+ }else{
+ float speedMul, accelMul;
+
+ if(gear < 1){
+ // going reverse
+ accelMul = (Flags & HANDLING_2G_BOOST) ? 2.0f : 1.0f;
+ speedMul = -1.0f;
+ }else if(nNumberOfGears == 1){
+ accelMul = 1.0f;
+ speedMul = 1.0f;
+ }else{
+ // BUG or not? this is 1.0 normally but 0.0 in the highest gear
+ float f = 1.0f - (gear-1)/(nNumberOfGears-1);
+ speedMul = 3.0f*sq(f) + 1.0f;
+ // This is pretty ugly, could be written more clearly
+ if(Flags & HANDLING_2G_BOOST){
+ if(gear == 1)
+ accelMul = (Flags & HANDLING_1G_BOOST) ? 3.0f : 2.0f;
+ else if(gear == 2)
+ accelMul = 1.3f;
+ else
+ accelMul = 1.0f;
+ }else if(Flags & HANDLING_1G_BOOST && gear == 1){
+ accelMul = 3.0f;
+ }else
+ accelMul = 1.0f;
+ }
+
+ if(cheat)
+ fCheat = 1.2f;
+ else
+ fCheat = 1.0f;
+ float targetVelocity = Gears[gear].fMaxVelocity*speedMul*fCheat;
+ float accel = fEngineAcceleration*accelMul * (targetVelocity - fVelocity)/Abs(targetVelocity);
+ if(Abs(fVelocity) < Abs(Gears[gear].fMaxVelocity*fCheat))
+ fAcceleration = gasPedal * accel * CTimer::GetTimeStep();
+ else
+ fAcceleration = 0.0f;
+ }
+ return fAcceleration;
+}
+
+STARTPATCHES
+ InjectHook(0x550A00, &cTransmission::CalculateGearForSimpleCar, PATCH_JUMP);
+ InjectHook(0x5506B0, &cTransmission::CalculateDriveAcceleration, PATCH_JUMP);
+ENDPATCHES
diff --git a/src/vehicles/Transmission.h b/src/vehicles/Transmission.h
index 686e0aca..8eeef1e8 100644
--- a/src/vehicles/Transmission.h
+++ b/src/vehicles/Transmission.h
@@ -20,7 +20,9 @@ public:
float fMaxVelocity;
float fUnkMaxVelocity;
float fMaxReverseVelocity;
- float field_5C;
+ float fCurVelocity;
void InitGearRatios(void);
+ void CalculateGearForSimpleCar(float speed, uint8 &gear);
+ float CalculateDriveAcceleration(const float &gasPedal, uint8 &gear, float &time, const float &velocity, bool cheat);
};
diff --git a/src/vehicles/Vehicle.cpp b/src/vehicles/Vehicle.cpp
index d8ed1a15..cc98bbe9 100644
--- a/src/vehicles/Vehicle.cpp
+++ b/src/vehicles/Vehicle.cpp
@@ -35,7 +35,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
int i;
m_nCurrentGear = 0;
- field_208 = 0;
+ m_fChangeGearTime = 0;
m_fSteerRatio = 0.0f;
m_type = ENTITY_TYPE_VEHICLE;
VehicleCreatedBy = CreatedBy;
@@ -56,16 +56,18 @@ CVehicle::CVehicle(uint8 CreatedBy)
for(i = 0; i < m_nNumMaxPassengers; i++)
pPassengers[i] = nil;
m_nBombTimer = 0;
- m_pWhoSetMeOnFire = nil;
+ m_pBlowUpEntity = nil;
field_1FB = 0;
- m_veh_flagB10 = false;
+ bComedyControls = false;
m_veh_flagB40 = false;
m_veh_flagB80 = false;
- m_veh_flagC1 = false;
+ bTakeLessDamage = false;
bIsDamaged = false;
- m_veh_flagC8 = false;
+ bFadeOut = false;
m_veh_flagC10 = false;
- m_veh_flagC4 = false;
+ m_nTimeOfDeath = 0;
+ m_pCarFire = nil;
+ bHasBeenOwnedByPlayer = false;
m_veh_flagC20 = false;
bCanBeDamaged = true;
m_veh_flagC80 = false;
@@ -93,14 +95,14 @@ CVehicle::CVehicle(uint8 CreatedBy)
m_pCurGroundEntity = nil;
field_22A = 0;
field_22B = 0;
- field_22F = 0;
+ m_comedyControlState = 0;
m_aCollPolys[0].valid = false;
m_aCollPolys[1].valid = false;
- m_autoPilot.m_nCarMission = MISSION_NONE;
- m_autoPilot.m_nAnimationId = TEMPACT_NONE;
- m_autoPilot.m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();
- m_autoPilot.m_flag4 = false;
- m_autoPilot.m_flag10 = false;
+ AutoPilot.m_nCarMission = MISSION_NONE;
+ AutoPilot.m_nAnimationId = TEMPACT_NONE;
+ AutoPilot.m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();
+ AutoPilot.m_flag4 = false;
+ AutoPilot.m_flag10 = false;
}
CVehicle::~CVehicle()
@@ -259,7 +261,7 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon
adhesion *= CTimer::GetTimeStep();
if(bAlreadySkidding)
- adhesion *= m_handling->fTractionLoss;
+ adhesion *= pHandling->fTractionLoss;
// moving sideways
if(contactSpeedRight != 0.0f){
@@ -318,7 +320,7 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon
}
float l = Sqrt(sq(right) + sq(fwd));
- float tractionLoss = bAlreadySkidding ? 1.0f : m_handling->fTractionLoss;
+ float tractionLoss = bAlreadySkidding ? 1.0f : pHandling->fTractionLoss;
right *= adhesion * tractionLoss / l;
fwd *= adhesion * tractionLoss / l;
}
@@ -362,9 +364,9 @@ CVehicle::ExtinguishCarFire(void)
m_pCarFire->Extinguish();
if(IsCar()){
CAutomobile *car = (CAutomobile*)this;
- if(car->Damage.GetEngineStatus() >= 225)
- car->Damage.SetEngineStatus(215);
- car->field_530 = 0.0f;
+ if(car->Damage.GetEngineStatus() >= ENGINE_STATUS_ON_FIRE)
+ car->Damage.SetEngineStatus(ENGINE_STATUS_ON_FIRE-10);
+ car->m_fFireBlowUpTimer = 0.0f;
}
}
@@ -374,20 +376,21 @@ CVehicle::ProcessDelayedExplosion(void)
if(m_nBombTimer == 0)
return;
- if(m_nBombTimer == 0){
- int tick = CTimer::GetTimeStep()/60.0f*1000.0f;
- if(tick > m_nBombTimer)
- m_nBombTimer = 0;
- else
- m_nBombTimer -= tick;
+ int tick = CTimer::GetTimeStep()/60.0f*1000.0f;
+ if(tick > m_nBombTimer)
+ m_nBombTimer = 0;
+ else
+ m_nBombTimer -= tick;
- if(IsCar() && ((CAutomobile*)this)->m_auto_flagA7 == 4 && (m_nBombTimer & 0xFE00) != 0xFE00)
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_BOMB_TICK, 0.0f);
+ if(IsCar() && ((CAutomobile*)this)->m_bombType == CARBOMB_TIMEDACTIVE && (m_nBombTimer & 0xFE00) != 0xFE00)
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_BOMB_TICK, 0.0f);
- if(FindPlayerVehicle() != this && m_pWhoSetMeOnFire == FindPlayerPed())
- CWorld::Players[CWorld::PlayerInFocus].AwardMoneyForExplosion(this);
- BlowUpCar(m_pWhoSetMeOnFire);
- }
+ if (m_nBombTimer != 0)
+ return;
+
+ if(FindPlayerVehicle() != this && m_pBlowUpEntity == FindPlayerPed())
+ CWorld::Players[CWorld::PlayerInFocus].AwardMoneyForExplosion(this);
+ BlowUpCar(m_pBlowUpEntity);
}
bool
@@ -449,7 +452,7 @@ CVehicle::IsVehicleNormal(void)
bool
CVehicle::CarHasRoof(void)
{
- if((m_handling->Flags & HANDLING_HAS_NO_ROOF) == 0)
+ if((pHandling->Flags & HANDLING_HAS_NO_ROOF) == 0)
return true;
if(m_aExtras[0] && m_aExtras[1])
return false;
@@ -519,7 +522,7 @@ bool
CVehicle::CanPedOpenLocks(CPed *ped)
{
if(m_nDoorLock == CARLOCK_LOCKED ||
- m_nDoorLock == CARLOCK_COP_CAR ||
+ m_nDoorLock == CARLOCK_LOCKED_INITIALLY ||
m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE)
return false;
if(ped->IsPlayer() && m_nDoorLock == CARLOCK_LOCKOUT_PLAYER_ONLY)
@@ -602,7 +605,7 @@ CVehicle::SetUpDriver(void)
pDriver->bInVehicle = true;
pDriver->SetPedState(PED_DRIVING);
if(bIsBus)
- pDriver->m_ped_flagC4 = false;
+ pDriver->bRenderPedInCar = false;
return pDriver;
}
@@ -618,7 +621,7 @@ CVehicle::SetupPassenger(int n)
pPassengers[n]->bInVehicle = true;
pPassengers[n]->SetPedState(PED_DRIVING);
if(bIsBus)
- pPassengers[n]->m_ped_flagC4 = false;
+ pPassengers[n]->bRenderPedInCar = false;
return pPassengers[n];
}
diff --git a/src/vehicles/Vehicle.h b/src/vehicles/Vehicle.h
index c293b8a6..38d411cd 100644
--- a/src/vehicles/Vehicle.h
+++ b/src/vehicles/Vehicle.h
@@ -20,7 +20,7 @@ enum eCarLock {
CARLOCK_LOCKED,
CARLOCK_LOCKOUT_PLAYER_ONLY,
CARLOCK_LOCKED_PLAYER_INSIDE,
- CARLOCK_COP_CAR,
+ CARLOCK_LOCKED_INITIALLY,
CARLOCK_FORCE_SHUT_DOORS,
CARLOCK_SKIP_SHUT_DOORS
};
@@ -98,10 +98,23 @@ enum eWheels
enum
{
- CAR_PIECE_WHEEL_LF = 13,
+ CAR_PIECE_BONNET = 1,
+ CAR_PIECE_BOOT,
+ CAR_PIECE_BUMP_FRONT,
+ CAR_PIECE_BUMP_REAR,
+ CAR_PIECE_DOOR_LF,
+ CAR_PIECE_DOOR_RF,
+ CAR_PIECE_DOOR_LR,
+ CAR_PIECE_DOOR_RR,
+ CAR_PIECE_WING_LF,
+ CAR_PIECE_WING_RF,
+ CAR_PIECE_WING_LR,
+ CAR_PIECE_WING_RR,
+ CAR_PIECE_WHEEL_LF,
CAR_PIECE_WHEEL_LR,
CAR_PIECE_WHEEL_RF,
CAR_PIECE_WHEEL_RR,
+ CAR_PIECE_WINDSCREEN,
};
enum tWheelState
@@ -125,12 +138,12 @@ class CVehicle : public CPhysical
{
public:
// 0x128
- tHandlingData *m_handling;
- CAutoPilot m_autoPilot;
+ tHandlingData *pHandling;
+ CAutoPilot AutoPilot;
uint8 m_currentColour1;
uint8 m_currentColour2;
uint8 m_aExtras[2];
- int16 m_nAlarmState; // m_nWantedStarsOnEnter on DK22
+ int16 m_nAlarmState;
int16 m_nMissionValue;
CPed *pDriver;
CPed *pPassengers[8];
@@ -144,7 +157,7 @@ public:
CFire *m_pCarFire;
float m_fSteerAngle;
float m_fGasPedal;
- float m_fBreakPedal;
+ float m_fBrakePedal;
uint8 VehicleCreatedBy;
// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CVehicle.h from R*
@@ -161,15 +174,15 @@ public:
uint8 bIsBus: 1; // Is this vehicle a bus
uint8 bIsBig: 1; // Is this vehicle a bus
uint8 bLowVehicle: 1; // Need this for sporty type cars to use low getting-in/out anims
- uint8 m_veh_flagB10 : 1;
- uint8 m_veh_flagB20 : 1;
+ uint8 bComedyControls : 1; // Will make the car hard to control (hopefully in a funny way)
+ uint8 bWarnedPeds : 1; // Has scan and warn peds of danger been processed?
uint8 m_veh_flagB40 : 1;
uint8 m_veh_flagB80 : 1;
- uint8 m_veh_flagC1 : 1;
+ uint8 bTakeLessDamage : 1; // This vehicle is stronger (takes about 1/4 of damage)
uint8 bIsDamaged : 1; // This vehicle has been damaged and is displaying all its components
- uint8 m_veh_flagC4 : 1;
- uint8 m_veh_flagC8 : 1;
+ uint8 bHasBeenOwnedByPlayer : 1;// To work out whether stealing it is a crime
+ uint8 bFadeOut : 1; // Fade vehicle out
uint8 m_veh_flagC10 : 1;
uint8 m_veh_flagC20 : 1;
uint8 bCanBeDamaged : 1; // Set to FALSE during cut scenes to avoid explosions
@@ -188,17 +201,17 @@ public:
uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default)
int8 field_1FB;
int8 field_1FC[4];
- float m_fHealth; // 1000.0f = full health. 0 -> explode
+ float m_fHealth; // 1000.0f = full health. 250.0f = fire. 0 -> explode
uint8 m_nCurrentGear;
int8 field_205[3];
- int field_208;
+ float m_fChangeGearTime;
uint32 m_nGunFiringTime; // last time when gun on vehicle was fired (used on boats)
uint32 m_nTimeOfDeath;
int16 field_214;
int16 m_nBombTimer; // goes down with each frame
- CPed *m_pWhoSetMeOnFire;
- float field_21C;
- float field_220;
+ CEntity *m_pBlowUpEntity;
+ float field_21C; // front Z?
+ float field_220; // rear Z?
eCarLock m_nDoorLock;
int8 m_nLastWeaponDamage; // see eWeaponType, -1 if no damage
int8 m_nRadioStation;
@@ -207,7 +220,7 @@ public:
uint8 m_nCarHornTimer;
int8 field_22D;
bool m_bSirenOrAlarm;
- int8 field_22F;
+ int8 m_comedyControlState;
CStoredCollPoly m_aCollPolys[2]; // poly which is under front/rear part of car
float m_fSteerRatio;
eVehicleType m_vehType;
@@ -277,6 +290,8 @@ public:
void RemoveDriver(void);
void ProcessCarAlarm(void);
bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius);
+
+ bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1; }
static bool &bWheelsOnlyCheat;
static bool &bAllDodosCheat;
@@ -305,3 +320,19 @@ inline uint8 GetVehDoorFlag(int32 carnode) {
return 0;
}
}
+
+class cTransmission;
+
+class cVehicleParams
+{
+public:
+ char m_bDistanceCalculated;
+ char gap_1[3];
+ float m_fDistance;
+ CVehicle *m_pVehicle;
+ cTransmission *m_pTransmission;
+ int m_nIndex;
+ float m_fVelocityChange;
+};
+
+static_assert(sizeof(cVehicleParams) == 0x18, "CVehicle: error");