diff options
Diffstat (limited to 'src/vehicles/Automobile.cpp.autosave')
-rw-r--r-- | src/vehicles/Automobile.cpp.autosave | 4560 |
1 files changed, 4560 insertions, 0 deletions
diff --git a/src/vehicles/Automobile.cpp.autosave b/src/vehicles/Automobile.cpp.autosave new file mode 100644 index 00000000..140633b8 --- /dev/null +++ b/src/vehicles/Automobile.cpp.autosave @@ -0,0 +1,4560 @@ +#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 "Clock.h" +#include "Timecycle.h" +#include "ZoneCull.h" +#include "Camera.h" +#include "Darkel.h" +#include "Rubbish.h" +#include "Fire.h" +#include "Explosion.h" +#include "Particle.h" +#include "ParticleObject.h" +#include "Antennas.h" +#include "Skidmarks.h" +#include "Shadows.h" +#include "PointLights.h" +#include "Coronas.h" +#include "SpecialFX.h" +#include "WaterCannon.h" +#include "WaterLevel.h" +#include "Floater.h" +#include "World.h" +#include "SurfaceTable.h" +#include "Weather.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; + +CAutomobile::CAutomobile(int32 id, uint8 CreatedBy) + : CVehicle(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; + bWaterTight = 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 = 0.0f; + m_hydraulicState = 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_NORMAL; + 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_fPropellerRotation = 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; + } +} + + +void +CAutomobile::SetModelIndex(uint32 id) +{ + CVehicle::SetModelIndex(id); + SetupModelNodes(); +} + +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(bUsingSpecialColModel) + 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_bSlowedDownBecauseOfCars = false; + AutoPilot.m_bSlowedDownBecauseOfPeds = 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_NORMAL, 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_HYDRAULIC_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; + } + } +} + +void +CAutomobile::Teleport(CVector pos) +{ + CWorld::Remove(this); + + GetPosition() = pos; + SetOrientation(0.0f, 0.0f, 0.0f); + SetMoveSpeed(0.0f, 0.0f, 0.0f); + SetTurnSpeed(0.0f, 0.0f, 0.0f); + + ResetSuspension(); + + CWorld::Add(this); +} + +void +CAutomobile::PreRender(void) +{ + int i, j, n; + CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); + + if(GetModelIndex() == MI_RCBANDIT){ + CVector pos = GetMatrix() * CVector(0.218f, -0.444f, 0.391f); + CAntennas::RegisterOne((uintptr)this, GetUp(), pos, 1.0f); + } + + float fwdSpeed = DotProduct(m_vecMoveSpeed, GetForward())*180.0f; + + + // Wheel particles + + if(GetModelIndex() == MI_DODO){ + ; // nothing + }else if(GetModelIndex() == MI_RCBANDIT){ + for(i = 0; i < 4; i++){ + // Game has same code three times here + switch(m_aWheelState[i]){ + case WHEEL_STATE_SPINNING: + case WHEEL_STATE_SKIDDING: + case WHEEL_STATE_FIXED: + CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, + m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.05f), + CVector(0.0f, 0.0f, 0.0f), nil, 0.1f); + break; + } + } + }else{ + if(m_status == STATUS_SIMPLE){ + CMatrix mat; + CVector pos; + + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RB])); + pos = mat.GetPosition(); + pos.z = 1.5f*m_aWheelPosition[CARWHEEL_REAR_RIGHT]; + m_aWheelColPoints[CARWHEEL_REAR_RIGHT].point = GetMatrix() * pos; + m_aWheelColPoints[CARWHEEL_REAR_RIGHT].surfaceB = SURFACE_DEFAULT; + + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LB])); + pos = mat.GetPosition(); + pos.z = 1.5f*m_aWheelPosition[CARWHEEL_REAR_LEFT]; + m_aWheelColPoints[CARWHEEL_REAR_LEFT].point = GetMatrix() * pos; + m_aWheelColPoints[CARWHEEL_REAR_LEFT].surfaceB = SURFACE_DEFAULT; + + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); + pos = mat.GetPosition(); + pos.z = 1.5f*m_aWheelPosition[CARWHEEL_FRONT_RIGHT]; + m_aWheelColPoints[CARWHEEL_FRONT_RIGHT].point = GetMatrix() * pos; + m_aWheelColPoints[CARWHEEL_FRONT_RIGHT].surfaceB = SURFACE_DEFAULT; + + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF])); + pos = mat.GetPosition(); + pos.z = 1.5f*m_aWheelPosition[CARWHEEL_FRONT_LEFT]; + m_aWheelColPoints[CARWHEEL_FRONT_LEFT].point = GetMatrix() * pos; + m_aWheelColPoints[CARWHEEL_FRONT_LEFT].surfaceB = SURFACE_DEFAULT; + } + + int drawParticles = Abs(fwdSpeed) < 90.0f; + if(m_status == STATUS_SIMPLE || m_status == STATUS_PHYSICS || + m_status == STATUS_PLAYER || m_status == STATUS_PLAYER_PLAYBACKFROMBUFFER){ + bool rearSkidding = false; + if(m_aWheelState[CARWHEEL_REAR_LEFT] == WHEEL_STATE_SKIDDING || + m_aWheelState[CARWHEEL_REAR_RIGHT] == WHEEL_STATE_SKIDDING) + rearSkidding = true; + + for(i = 0; i < 4; i++){ + switch(m_aWheelState[i]){ + case WHEEL_STATE_SPINNING: + if(AddWheelDirtAndWater(&m_aWheelColPoints[i], drawParticles)){ + CParticle::AddParticle(PARTICLE_BURNINGRUBBER_SMOKE, + m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.25f), + CVector(0.0f, 0.0f, 0.0f)); + + CParticle::AddParticle(PARTICLE_BURNINGRUBBER_SMOKE, + m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.25f), + CVector(0.0f, 0.0f, 0.05f)); + } + + CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, + m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.25f), + CVector(0.0f, 0.0f, 0.0f)); + + if(m_aWheelTimer[i] > 0.0f) + CSkidmarks::RegisterOne((uintptr)this + i, m_aWheelColPoints[i].point, + GetForward().x, GetForward().y, + &m_aWheelSkidmarkMuddy[i], &m_aWheelSkidmarkBloody[i]); + break; + + case WHEEL_STATE_SKIDDING: + if(i == CARWHEEL_REAR_LEFT || i == CARWHEEL_REAR_RIGHT || rearSkidding){ + // same as below + + AddWheelDirtAndWater(&m_aWheelColPoints[i], drawParticles); + + CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, + m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.25f), + CVector(0.0f, 0.0f, 0.0f)); + + if(m_aWheelTimer[i] > 0.0f) + CSkidmarks::RegisterOne((uintptr)this + i, m_aWheelColPoints[i].point, + GetForward().x, GetForward().y, + &m_aWheelSkidmarkMuddy[i], &m_aWheelSkidmarkBloody[i]); + } + break; + + case WHEEL_STATE_FIXED: + AddWheelDirtAndWater(&m_aWheelColPoints[i], drawParticles); + + CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, + m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.25f), + CVector(0.0f, 0.0f, 0.0f)); + + if(m_aWheelTimer[i] > 0.0f) + CSkidmarks::RegisterOne((uintptr)this + i, m_aWheelColPoints[i].point, + GetForward().x, GetForward().y, + &m_aWheelSkidmarkMuddy[i], &m_aWheelSkidmarkBloody[i]); + break; + + default: + if(Abs(fwdSpeed) > 0.5f) + AddWheelDirtAndWater(&m_aWheelColPoints[i], drawParticles); + if(m_aWheelSkidmarkBloody[i] && m_aWheelTimer[i] > 0.0f) + CSkidmarks::RegisterOne((uintptr)this + i, m_aWheelColPoints[i].point, + GetForward().x, GetForward().y, + &m_aWheelSkidmarkMuddy[i], &m_aWheelSkidmarkBloody[i]); + } + } + } + } + + if(m_aCarNodes[CAR_WHEEL_RM]){ + // assume middle wheels are two units before rear ones + CVector offset = GetForward()*2.0f; + + switch(m_aWheelState[CARWHEEL_REAR_LEFT]){ + // Game has same code three times here + case WHEEL_STATE_SPINNING: + case WHEEL_STATE_SKIDDING: + case WHEEL_STATE_FIXED: + CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, + m_aWheelColPoints[CARWHEEL_REAR_LEFT].point + CVector(0.0f, 0.0f, 0.25f) + offset, + CVector(0.0f, 0.0f, 0.0f)); + + if(m_aWheelTimer[CARWHEEL_REAR_LEFT] > 0.0f) + CSkidmarks::RegisterOne((uintptr)this + CARWHEEL_REAR_LEFT, + m_aWheelColPoints[CARWHEEL_REAR_LEFT].point + offset, + GetForward().x, GetForward().y, + &m_aWheelSkidmarkMuddy[CARWHEEL_REAR_LEFT], &m_aWheelSkidmarkBloody[CARWHEEL_REAR_LEFT]); + break; + } + + switch(m_aWheelState[CARWHEEL_REAR_RIGHT]){ + // Game has same code three times here + case WHEEL_STATE_SPINNING: + case WHEEL_STATE_SKIDDING: + case WHEEL_STATE_FIXED: + CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, + m_aWheelColPoints[CARWHEEL_REAR_RIGHT].point + CVector(0.0f, 0.0f, 0.25f) + offset, + CVector(0.0f, 0.0f, 0.0f)); + + if(m_aWheelTimer[CARWHEEL_REAR_RIGHT] > 0.0f) + CSkidmarks::RegisterOne((uintptr)this + CARWHEEL_REAR_RIGHT, + m_aWheelColPoints[CARWHEEL_REAR_RIGHT].point + offset, + GetForward().x, GetForward().y, + &m_aWheelSkidmarkMuddy[CARWHEEL_REAR_RIGHT], &m_aWheelSkidmarkBloody[CARWHEEL_REAR_RIGHT]); + break; + } + } + + + // Rain on roof + if(!CCullZones::CamNoRain() && !CCullZones::PlayerNoRain() && + Abs(fwdSpeed) < 20.0f && CWeather::Rain > 0.02f){ + CColModel *colModel = GetColModel(); + + for(i = 0; i < colModel->numTriangles; i++){ + CVector p1, p2, p3, c; + + colModel->GetTrianglePoint(p1, colModel->triangles[i].a); + p1 = GetMatrix() * p1; + colModel->GetTrianglePoint(p2, colModel->triangles[i].b); + p2 = GetMatrix() * p2; + colModel->GetTrianglePoint(p3, colModel->triangles[i].c); + p3 = GetMatrix() * p3; + c = (p1 + p2 + p3)/3.0f; + + n = 6.0f*CWeather::Rain; + for(j = 0; j <= n; j++) + CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, + c + CVector(CGeneral::GetRandomNumberInRange(-.04f, 0.4f), CGeneral::GetRandomNumberInRange(-.04f, 0.4f), 0.0f), + CVector(0.0f, 0.0f, 0.0f), + nil, 0.0f, 0, 0, CGeneral::GetRandomNumber() & 1); + } + } + + AddDamagedVehicleParticles(); + + // Exhaust smoke + if(bEngineOn && fwdSpeed < 90.0f){ + CVector exhaustPos = mi->m_positions[CAR_POS_EXHAUST]; + CVector pos1, pos2, dir; + + if(exhaustPos != CVector(0.0f, 0.0f, 0.0f)){ + dir.z = 0.0f; + if(fwdSpeed < 10.0f){ + CVector steerFwd(-Sin(m_fSteerAngle), Cos(m_fSteerAngle), 0.0f); + steerFwd = Multiply3x3(GetMatrix(), steerFwd); + float r = CGeneral::GetRandomNumberInRange(-0.06f, -0.03f); + dir.x = steerFwd.x * r; + dir.y = steerFwd.y * r; + }else{ + dir.x = m_vecMoveSpeed.x; + dir.y = m_vecMoveSpeed.y; + } + + bool dblExhaust = false; + pos1 = GetMatrix() * exhaustPos; + if(pHandling->Flags & HANDLING_DBL_EXHAUST){ + dblExhaust = true; + pos2 = exhaustPos; + pos2.x = -pos2.x; + pos2 = GetMatrix() * pos2; + } + + n = 4.0f*m_fGasPedal; + if(dblExhaust) + for(i = 0; i <= n; i++){ + CParticle::AddParticle(PARTICLE_EXHAUST_FUMES, pos1, dir); + CParticle::AddParticle(PARTICLE_EXHAUST_FUMES, pos2, dir); + } + else + for(i = 0; i <= n; i++) + CParticle::AddParticle(PARTICLE_EXHAUST_FUMES, pos1, dir); + } + } + + + // Siren and taxi lights + switch(GetModelIndex()){ + case MI_FIRETRUCK: + case MI_AMBULAN: + case MI_POLICE: + case MI_ENFORCER: + if(m_bSirenOrAlarm){ + CVector pos1, pos2; + uint8 r1, g1, b1; + uint8 r2, g2, b2; + uint8 r, g, b; + + switch(GetModelIndex()){ + case MI_FIRETRUCK: + pos1 = CVector(1.1f, 1.7f, 2.0f); + pos2 = CVector(-1.1f, 1.7f, 2.0f); + r1 = 255; g1 = 0; b1 = 0; + r2 = 255; g2 = 255; b2 = 0; + break; + case MI_AMBULAN: + pos1 = CVector(1.1f, 0.9f, 1.6f); + pos2 = CVector(-1.1f, 0.9f, 1.6f); + r1 = 255; g1 = 0; b1 = 0; + r2 = 255; g2 = 255; b2 = 255; + break; + case MI_POLICE: + pos1 = CVector(0.7f, -0.4f, 1.0f); + pos2 = CVector(-0.7f, -0.4f, 1.0f); + r1 = 255; g1 = 0; b1 = 0; + r2 = 0; g2 = 0; b2 = 255; + break; + case MI_ENFORCER: + pos1 = CVector(1.1f, 0.8f, 1.2f); + pos2 = CVector(-1.1f, 0.8f, 1.2f); + r1 = 255; g1 = 0; b1 = 0; + r2 = 0; g2 = 0; b2 = 255; + break; + } + + uint32 t = CTimer::GetTimeInMilliseconds() & 0x3FF; // 1023 + if(t < 512){ + r = r1/6; + g = g1/6; + b = b1/6; + }else{ + r = r2/6; + g = g2/6; + b = b2/6; + } + + t = CTimer::GetTimeInMilliseconds() & 0x1FF; // 511 + if(t < 100){ + float f = t/100.0f; + r *= f; + g *= f; + b *= f; + }else if(t > 412){ + float f = (512-t)/100.0f; + r *= f; + g *= f; + b *= f; + } + + CVector pos = GetPosition(); + float angle = (CTimer::GetTimeInMilliseconds() & 0x3FF)*TWOPI/0x3FF; + float s = 8.0f*Sin(angle); + float c = 8.0f*Cos(angle); + CShadows::StoreCarLightShadow(this, (uintptr)this + 21, gpShadowHeadLightsTex, + &pos, c, s, s, -c, r, g, b, 8.0f); + + CPointLights::AddLight(CPointLights::LIGHT_POINT, + pos + GetUp()*2.0f, CVector(0.0f, 0.0f, 0.0f), 12.0f, + r*0.02f, g*0.02f, b*0.02f, CPointLights::FOG_NONE, true); + + pos1 = GetMatrix() * pos1; + pos2 = GetMatrix() * pos2; + + for(i = 0; i < 4; i++){ + uint8 sirenTimer = ((CTimer::GetTimeInMilliseconds() + (i<<6))>>8) & 3; + pos = (pos1*i + pos2*(3.0f-i))/3.0f; + + switch(sirenTimer){ + case 0: + CCoronas::RegisterCorona((uintptr)this + 21 + i, + r1, g1, b1, 255, + pos, 0.4f, 50.0f, + CCoronas::TYPE_STAR, + i == 1 ? CCoronas::FLARE_HEADLIGHTS : CCoronas::FLARE_NONE, + CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f); + break; + case 2: + CCoronas::RegisterCorona((uintptr)this + 21 + i, + r2, g2, b2, 255, + pos, 0.4f, 50.0f, + CCoronas::TYPE_STAR, + CCoronas::FLARE_NONE, + CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f); + break; + default: + CCoronas::UpdateCoronaCoors((uintptr)this + 21 + i, pos, 50.0f, 0.0f); + break; + } + } + } + break; + + case MI_FBICAR: + if(m_bSirenOrAlarm){ + CVector pos = GetMatrix() * CVector(0.4f, 0.6f, 0.3f); + if(CTimer::GetTimeInMilliseconds() & 0x100 && + DotProduct(GetForward(), GetPosition() - TheCamera.GetPosition()) < 0.0f) + CCoronas::RegisterCorona((uintptr)this + 21, + 0, 0, 255, 255, + pos, 0.4f, 50.0f, + CCoronas::TYPE_STAR, + CCoronas::FLARE_NONE, + CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f); + else + CCoronas::UpdateCoronaCoors((uintptr)this + 21, pos, 50.0f, 0.0f); + } + break; + + case MI_TAXI: + case MI_CABBIE: + case MI_BORGNINE: + if(bTaxiLight){ + CVector pos = GetPosition() + GetUp()*0.95f; + CCoronas::RegisterCorona((uintptr)this + 21, + 128, 128, 0, 255, + pos, 0.8f, 50.0f, + CCoronas::TYPE_NORMAL, + CCoronas::FLARE_NONE, + CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f); + CPointLights::AddLight(CPointLights::LIGHT_POINT, + pos, CVector(0.0f, 0.0f, 0.0f), 10.0f, + 1.0f, 1.0f, 0.5f, CPointLights::FOG_NONE, true); + } + break; + } + + if(GetModelIndex() == MI_RCBANDIT || + GetModelIndex() == MI_DODO || + GetModelIndex() == MI_RHINO) + goto nolights; + + // Turn lights on/off + bool shouldLightsBeOn = + CClock::GetHours() > 20 || + CClock::GetHours() > 19 && CClock::GetMinutes() > (m_randomSeed & 0x3F) || + CClock::GetHours() < 7 || + CClock::GetHours() < 8 && CClock::GetMinutes() < (m_randomSeed & 0x3F) || + m_randomSeed/50000.0f < CWeather::Foggyness || + m_randomSeed/50000.0f < CWeather::WetRoads; + if(shouldLightsBeOn != bLightsOn && m_status != STATUS_WRECKED){ + if(m_status == STATUS_ABANDONED){ + // Turn off lights on abandoned vehicles only when we they're far away + if(bLightsOn && + Abs(TheCamera.GetPosition().x - GetPosition().x) + Abs(TheCamera.GetPosition().y - GetPosition().y) > 100.0f) + bLightsOn = false; + }else + bLightsOn = shouldLightsBeOn; + } + + // Actually render the lights + bool alarmOn = false; + bool alarmOff = false; + if(IsAlarmOn()){ + if(CTimer::GetTimeInMilliseconds() & 0x100) + alarmOn = true; + else + alarmOff = true; + } + if(bEngineOn && bLightsOn || alarmOn || alarmOff){ + CVector lookVector = GetPosition() - TheCamera.GetPosition(); + float camDist = lookVector.Magnitude(); + if(camDist != 0.0f) + lookVector *= 1.0f/camDist; + else + lookVector = CVector(1.0f, 0.0f, 0.0f); + + // 1.0 if directly behind car, -1.0 if in front + // BUG on PC: Abs of DotProduct is taken + float behindness = DotProduct(lookVector, GetForward()); + behindness = clamp(behindness, -1.0f, 1.0f); // shouldn't be necessary + // 0.0 if behind car, PI if in front + // Abs not necessary + float angle = Abs(Acos(behindness)); + + // Headlights + + CVector headLightPos = mi->m_positions[CAR_POS_HEADLIGHTS]; + CVector lightR = GetMatrix() * headLightPos; + CVector lightL = lightR; + lightL -= GetRight()*2.0f*headLightPos.x; + + // Headlight coronas + if(behindness < 0.0f){ + // In front of car + float intensity = -0.5f*behindness + 0.3f; + float size = 1.0f - behindness; + + if(behindness < -0.97f && camDist < 30.0f){ + // Directly in front and not too far away + if(pHandling->Flags & HANDLING_HALOGEN_LIGHTS){ + if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK) + CCoronas::RegisterCorona((uintptr)this + 6, 150, 150, 195, 255, + lightL, 1.2f, 45.0f*TheCamera.LODDistMultiplier, + CCoronas::TYPE_HEADLIGHT, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, + CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, angle); + if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) + CCoronas::RegisterCorona((uintptr)this + 7, 150, 150, 195, 255, + lightR, 1.2f, 45.0f*TheCamera.LODDistMultiplier, + CCoronas::TYPE_HEADLIGHT, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, + CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, angle); + }else{ + if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK) + CCoronas::RegisterCorona((uintptr)this + 6, 160, 160, 140, 255, + lightL, 1.2f, 45.0f*TheCamera.LODDistMultiplier, + CCoronas::TYPE_HEADLIGHT, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, + CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, angle); + if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) + CCoronas::RegisterCorona((uintptr)this + 7, 160, 160, 140, 255, + lightR, 1.2f, 45.0f*TheCamera.LODDistMultiplier, + CCoronas::TYPE_HEADLIGHT, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, + CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, angle); + } + } + + if(alarmOff){ + if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK) + CCoronas::RegisterCorona((uintptr)this, 0, 0, 0, 0, + lightL, size, 0.0f, + CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, + CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); + if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) + CCoronas::RegisterCorona((uintptr)this + 1, 0, 0, 0, 0, + lightR, size, 0.0f, + CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, + CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); + }else{ + if(pHandling->Flags & HANDLING_HALOGEN_LIGHTS){ + if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK) + CCoronas::RegisterCorona((uintptr)this, 190*intensity, 190*intensity, 255*intensity, 255, + lightL, size, 50.0f*TheCamera.LODDistMultiplier, + CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, + CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); + if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) + CCoronas::RegisterCorona((uintptr)this + 1, 190*intensity, 190*intensity, 255*intensity, 255, + lightR, size, 50.0f*TheCamera.LODDistMultiplier, + CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, + CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); + }else{ + if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK) + CCoronas::RegisterCorona((uintptr)this, 210*intensity, 210*intensity, 195*intensity, 255, + lightL, size, 50.0f*TheCamera.LODDistMultiplier, + CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, + CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); + if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) + CCoronas::RegisterCorona((uintptr)this + 1, 210*intensity, 210*intensity, 195*intensity, 255, + lightR, size, 50.0f*TheCamera.LODDistMultiplier, + CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, + CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); + } + } + }else{ + // Behind car + if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK) + CCoronas::UpdateCoronaCoors((uintptr)this, lightL, 50.0f*TheCamera.LODDistMultiplier, angle); + if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) + CCoronas::UpdateCoronaCoors((uintptr)this + 1, lightR, 50.0f*TheCamera.LODDistMultiplier, angle); + } + + // bright lights + if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK && !bNoBrightHeadLights) + CBrightLights::RegisterOne(lightL, GetUp(), GetRight(), GetForward(), pHandling->FrontLights + 4); + if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK && !bNoBrightHeadLights) + CBrightLights::RegisterOne(lightR, GetUp(), GetRight(), GetForward(), pHandling->FrontLights + 4); + + // Taillights + + CVector tailLightPos = mi->m_positions[CAR_POS_TAILLIGHTS]; + lightR = GetMatrix() * tailLightPos; + lightL = lightR; + lightL -= GetRight()*2.0f*tailLightPos.x; + + // Taillight coronas + if(behindness > 0.0f){ + // Behind car + float intensity = 0.4f*behindness + 0.4; + float size = (behindness + 1.0f)/2.0f; + + if(m_fGasPedal < 0.0f){ + // reversing + intensity += 0.4f; + size += 0.3f; + if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) + CCoronas::RegisterCorona((uintptr)this + 2, 128*intensity, 128*intensity, 128*intensity, 255, + lightL, size, 50.0f*TheCamera.LODDistMultiplier, + CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, + CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); + if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) + CCoronas::RegisterCorona((uintptr)this + 3, 128*intensity, 128*intensity, 128*intensity, 255, + lightR, size, 50.0f*TheCamera.LODDistMultiplier, + CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, + CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); + }else{ + if(m_fBrakePedal > 0.0){ + intensity += 0.4f; + size += 0.3f; + } + + if(alarmOff){ + if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) + CCoronas::RegisterCorona((uintptr)this + 2, 0, 0, 0, 0, + lightL, size, 0.0f, + CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, + CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); + if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) + CCoronas::RegisterCorona((uintptr)this + 3, 0, 0, 0, 0, + lightR, size, 0.0f, + CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, + CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); + }else{ + if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) + CCoronas::RegisterCorona((uintptr)this + 2, 128*intensity, 0, 0, 255, + lightL, size, 50.0f*TheCamera.LODDistMultiplier, + CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, + CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); + if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) + CCoronas::RegisterCorona((uintptr)this + 3, 128*intensity, 0, 0, 255, + lightR, size, 50.0f*TheCamera.LODDistMultiplier, + CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, + CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); + } + } + }else{ + // In front of car + if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) + CCoronas::UpdateCoronaCoors((uintptr)this + 2, lightL, 50.0f*TheCamera.LODDistMultiplier, angle); + if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) + CCoronas::UpdateCoronaCoors((uintptr)this + 3, lightR, 50.0f*TheCamera.LODDistMultiplier, angle); + } + + // bright lights + if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) + CBrightLights::RegisterOne(lightL, GetUp(), GetRight(), GetForward(), pHandling->RearLights + 8); + if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) + CBrightLights::RegisterOne(lightR, GetUp(), GetRight(), GetForward(), pHandling->RearLights + 8); + + // Light shadows + if(!alarmOff){ + CVector pos = GetPosition(); + CVector2D fwd(GetForward()); + fwd.Normalise(); + float f = headLightPos.y + 6.0f; + pos += CVector(f*fwd.x, f*fwd.y, 2.0f); + + if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK || + Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) + CShadows::StoreCarLightShadow(this, (uintptr)this + 22, gpShadowHeadLightsTex, &pos, + 7.0f*fwd.x, 7.0f*fwd.y, 7.0f*fwd.y, -7.0f*fwd.x, 45, 45, 45, 7.0f); + + f = (tailLightPos.y - 2.5f) - (headLightPos.y + 6.0f); + pos += CVector(f*fwd.x, f*fwd.y, 0.0f); + if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK || + Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) + CShadows::StoreCarLightShadow(this, (uintptr)this + 25, gpShadowExplosionTex, &pos, + 3.0f, 0.0f, 0.0f, -3.0f, 35, 0, 0, 4.0f); + } + + if(this == FindPlayerVehicle() && !alarmOff){ + if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK || + Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) + CPointLights::AddLight(CPointLights::LIGHT_DIRECTIONAL, GetPosition(), GetForward(), + 20.0f, 1.0f, 1.0f, 1.0f, + FindPlayerVehicle()->m_vecMoveSpeed.MagnitudeSqr2D() < sq(0.45f) ? CPointLights::FOG_NORMAL : CPointLights::FOG_NONE, + false); + CVector pos = GetPosition() - 4.0f*GetForward(); + if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK || + Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) + if(m_fBrakePedal > 0.0f) + CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f), + 10.0f, 1.0f, 0.0f, 0.0f, + CPointLights::FOG_NONE, false); + else + CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f), + 7.0f, 0.6f, 0.0f, 0.0f, + CPointLights::FOG_NONE, false); + } + }else{ + // Lights off + + if(m_status == STATUS_ABANDONED || m_status == STATUS_WRECKED) + goto nolights; + + CVector lightPos = mi->m_positions[CAR_POS_TAILLIGHTS]; + CVector lightR = GetMatrix() * lightPos; + CVector lightL = lightR; + lightL -= GetRight()*2.0f*lightPos.x; + + if(m_fBrakePedal > 0.0f || m_fGasPedal < 0.0f){ + CVector lookVector = GetPosition() - TheCamera.GetPosition(); + lookVector.Normalise(); + float behindness = DotProduct(lookVector, GetForward()); + if(behindness > 0.0f){ + if(m_fGasPedal < 0.0f){ + // reversing + if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) + CCoronas::RegisterCorona((uintptr)this + 2, 120, 120, 120, 255, + lightL, 1.2f, 50.0f*TheCamera.LODDistMultiplier, + CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, + CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f); + if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) + CCoronas::RegisterCorona((uintptr)this + 3, 120, 120, 120, 255, + lightR, 1.2f, 50.0f*TheCamera.LODDistMultiplier, + CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, + CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f); + if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) + CBrightLights::RegisterOne(lightL, GetUp(), GetRight(), GetForward(), pHandling->RearLights + 4); + if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) + CBrightLights::RegisterOne(lightR, GetUp(), GetRight(), GetForward(), pHandling->RearLights + 4); + }else{ + // braking + if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) + CCoronas::RegisterCorona((uintptr)this + 2, 120, 0, 0, 255, + lightL, 1.2f, 50.0f*TheCamera.LODDistMultiplier, + CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, + CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f); + if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) + CCoronas::RegisterCorona((uintptr)this + 3, 120, 0, 0, 255, + lightR, 1.2f, 50.0f*TheCamera.LODDistMultiplier, + CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, + CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f); + if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) + CBrightLights::RegisterOne(lightL, GetUp(), GetRight(), GetForward(), pHandling->RearLights + 8); + if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) + CBrightLights::RegisterOne(lightR, GetUp(), GetRight(), GetForward(), pHandling->RearLights + 8); + } + }else{ + if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) + CCoronas::UpdateCoronaCoors((uintptr)this + 2, lightL, 50.0f*TheCamera.LODDistMultiplier, 0.0f); + if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) + CCoronas::UpdateCoronaCoors((uintptr)this + 3, lightR, 50.0f*TheCamera.LODDistMultiplier, 0.0f); + } + }else{ + if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) + CCoronas::UpdateCoronaCoors((uintptr)this + 2, lightL, 50.0f*TheCamera.LODDistMultiplier, 0.0f); + if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) + CCoronas::UpdateCoronaCoors((uintptr)this + 3, lightR, 50.0f*TheCamera.LODDistMultiplier, 0.0f); + } + } + +nolights: + CShadows::StoreShadowForCar(this); +} + +void +CAutomobile::Render(void) +{ + int i; + CMatrix mat; + CVector pos; + CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); + + if(GetModelIndex() == MI_RHINO && m_aCarNodes[CAR_BONNET]){ + // Rhino has no bonnet...what are we doing here? + CMatrix m; + CVector p; + m.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BONNET])); + p = m.GetPosition(); + m.SetRotateZ(m_fCarGunLR); + m.Translate(p); + m.UpdateRW(); + } + + CVector contactPoints[4]; // relative to model + CVector contactSpeeds[4]; // speed at contact points + CVector frontWheelFwd = Multiply3x3(GetMatrix(), CVector(-Sin(m_fSteerAngle), Cos(m_fSteerAngle), 0.0f)); + CVector rearWheelFwd = GetForward(); + for(i = 0; i < 4; i++){ + contactPoints[i] = m_aWheelColPoints[i].point - GetPosition(); + contactSpeeds[i] = GetSpeed(contactPoints[i]); + if(i == CARWHEEL_FRONT_LEFT || i == CARWHEEL_FRONT_RIGHT) + m_aWheelSpeed[i] = ProcessWheelRotation(m_aWheelState[i], frontWheelFwd, contactSpeeds[i], 0.5f*mi->m_wheelScale); + else + m_aWheelSpeed[i] = ProcessWheelRotation(m_aWheelState[i], rearWheelFwd, contactSpeeds[i], 0.5f*mi->m_wheelScale); + m_aWheelRotation[i] += m_aWheelSpeed[i]; + } + + // Rear right wheel + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RB])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_REAR_RIGHT]; + if(Damage.GetWheelStatus(CARWHEEL_REAR_RIGHT) == WHEEL_STATUS_BURST) + mat.SetRotate(m_aWheelRotation[CARWHEEL_REAR_RIGHT], 0.0f, 0.3f*Sin(m_aWheelRotation[CARWHEEL_REAR_RIGHT])); + else + mat.SetRotateX(m_aWheelRotation[CARWHEEL_REAR_RIGHT]); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RB])); + + // Rear left wheel + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LB])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_REAR_LEFT]; + if(Damage.GetWheelStatus(CARWHEEL_REAR_LEFT) == WHEEL_STATUS_BURST) + mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI+0.3f*Sin(-m_aWheelRotation[CARWHEEL_REAR_LEFT])); + else + mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LB])); + + // Mid right wheel + if(m_aCarNodes[CAR_WHEEL_RM]){ + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RM])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_REAR_RIGHT]; + if(Damage.GetWheelStatus(CARWHEEL_REAR_RIGHT) == WHEEL_STATUS_BURST) + mat.SetRotate(m_aWheelRotation[CARWHEEL_REAR_RIGHT], 0.0f, 0.3f*Sin(m_aWheelRotation[CARWHEEL_REAR_RIGHT])); + else + mat.SetRotateX(m_aWheelRotation[CARWHEEL_REAR_RIGHT]); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RM])); + } + + // Mid left wheel + if(m_aCarNodes[CAR_WHEEL_LM]){ + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LM])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_REAR_LEFT]; + if(Damage.GetWheelStatus(CARWHEEL_REAR_LEFT) == WHEEL_STATUS_BURST) + mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI+0.3f*Sin(-m_aWheelRotation[CARWHEEL_REAR_LEFT])); + else + mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LM])); + } + + if(GetModelIndex() == MI_DODO){ + // Front wheel + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT]; + if(Damage.GetWheelStatus(CARWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST) + mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle+0.3f*Sin(m_aWheelRotation[CARWHEEL_FRONT_RIGHT])); + else + mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF])); + + // Rotate propeller + if(m_aCarNodes[CAR_WINDSCREEN]){ + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WINDSCREEN])); + pos = mat.GetPosition(); + mat.SetRotateY(m_fPropellerRotation); + mat.Translate(pos); + mat.UpdateRW(); + + m_fPropellerRotation += m_fGasPedal != 0.0f ? TWOPI/13.0f : TWOPI/26.0f; + if(m_fPropellerRotation > TWOPI) + m_fPropellerRotation -= TWOPI; + } + + // Rudder + if(Damage.GetDoorStatus(DOOR_BOOT) != DOOR_STATUS_MISSING && m_aCarNodes[CAR_BOOT]){ + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BOOT])); + pos = mat.GetPosition(); + mat.SetRotate(0.0f, 0.0f, -m_fSteerAngle); + mat.Rotate(0.0f, Sin(m_fSteerAngle)*DEGTORAD(22.0f), 0.0f); + mat.Translate(pos); + mat.UpdateRW(); + } + + ProcessSwingingDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT); + ProcessSwingingDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT); + }else if(GetModelIndex() == MI_RHINO){ + // Front right wheel + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT]; + // no damaged wheels or steering + mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, 0.0f); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF])); + + // Front left wheel + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_FRONT_LEFT]; + // no damaged wheels or steering + mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LF])); + }else{ + // Front right wheel + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT]; + if(Damage.GetWheelStatus(CARWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST) + mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle+0.3f*Sin(m_aWheelRotation[CARWHEEL_FRONT_RIGHT])); + else + mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF])); + + // Front left wheel + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_FRONT_LEFT]; + if(Damage.GetWheelStatus(CARWHEEL_FRONT_LEFT) == WHEEL_STATUS_BURST) + mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI+m_fSteerAngle+0.3f*Sin(-m_aWheelRotation[CARWHEEL_FRONT_LEFT])); + else + mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI+m_fSteerAngle); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LF])); + + ProcessSwingingDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT); + ProcessSwingingDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT); + ProcessSwingingDoor(CAR_DOOR_LR, DOOR_REAR_LEFT); + ProcessSwingingDoor(CAR_DOOR_RR, DOOR_REAR_RIGHT); + ProcessSwingingDoor(CAR_BONNET, DOOR_BONNET); + ProcessSwingingDoor(CAR_BOOT, DOOR_BOOT); + + mi->SetVehicleColour(m_currentColour1, m_currentColour2); + } + + if(!CVehicle::bWheelsOnlyCheat) + CEntity::Render(); +} + +int32 +CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints) +{ + int i; + CColModel *colModel; + + if(m_status != STATUS_SIMPLE) + bVehicleColProcessed = true; + + if(bUsingSpecialColModel) + colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel; + else + colModel = GetColModel(); + + int numWheelCollisions = 0; + float prevRatios[4] = { 0.0f, 0.0f, 0.0f, 0.0f}; + for(i = 0; i < 4; i++) + prevRatios[i] = m_aSuspensionSpringRatio[i]; + + int numCollisions = CCollision::ProcessColModels(GetMatrix(), *colModel, + ent->GetMatrix(), *ent->GetColModel(), + colpoints, + m_aWheelColPoints, m_aSuspensionSpringRatio); + + // m_aSuspensionSpringRatio are now set to the point where the tyre touches ground. + // In ProcessControl these will be re-normalized to ignore the tyre radius. + + if(field_EF || m_phy_flagA80 || + GetModelIndex() == MI_DODO && (ent->IsPed() || ent->IsVehicle())){ + // don't do line collision + for(i = 0; i < 4; i++) + m_aSuspensionSpringRatio[i] = prevRatios[i]; + }else{ + for(i = 0; i < 4; i++) + if(m_aSuspensionSpringRatio[i] < 1.0f && m_aSuspensionSpringRatio[i] < prevRatios[i]){ + numWheelCollisions++; + + // wheel is touching a physical + if(ent->IsVehicle() || ent->IsObject()){ + CPhysical *phys = (CPhysical*)ent; + + m_aGroundPhysical[i] = phys; + phys->RegisterReference((CEntity**)&m_aGroundPhysical[i]); + m_aGroundOffset[i] = m_aWheelColPoints[i].point - phys->GetPosition(); + + if(phys->GetModelIndex() == MI_BODYCAST && m_status == STATUS_PLAYER){ + // damage body cast + float speed = m_vecMoveSpeed.MagnitudeSqr(); + if(speed > 0.1f){ + CObject::nBodyCastHealth -= 0.1f*m_fMass*speed; + DMAudio.PlayOneShot(m_audioEntityId, SOUND_PED_BODYCAST_HIT, 0.0f); + } + + // move body cast + if(phys->bIsStatic){ + phys->bIsStatic = false; + phys->m_nStaticFrames = 0; + phys->ApplyMoveForce(m_vecMoveSpeed / speed); + phys->AddToMovingList(); + } + } + } + + m_nSurfaceTouched = m_aWheelColPoints[i].surfaceB; + if(ent->IsBuilding()) + m_pCurGroundEntity = ent; + } + } + + if(numCollisions > 0 || numWheelCollisions > 0){ + AddCollisionRecord(ent); + if(!ent->IsBuilding()) + ((CPhysical*)ent)->AddCollisionRecord(this); + + if(numCollisions > 0) + if(ent->IsBuilding() || + ent->IsObject() && ((CPhysical*)ent)->bInfiniteMass) + bHasHitWall = true; + } + + 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; + } +} + +void +CAutomobile::FireTruckControl(void) +{ + if(this == FindPlayerVehicle()){ + if(!CPad::GetPad(0)->GetWeapon()) + return; + m_fCarGunLR += CPad::GetPad(0)->GetCarGunLeftRight()*0.00025f*CTimer::GetTimeStep(); + m_fCarGunUD += CPad::GetPad(0)->GetCarGunUpDown()*0.0001f*CTimer::GetTimeStep(); + m_fCarGunUD = clamp(m_fCarGunUD, 0.05f, 0.3f); + + CVector cannonPos(0.0f, 1.5f, 1.9f); + cannonPos = GetMatrix() * cannonPos; + CVector cannonDir( + Sin(m_fCarGunLR) * Cos(m_fCarGunUD), + Cos(m_fCarGunLR) * Cos(m_fCarGunUD), + Sin(m_fCarGunUD)); + cannonDir = Multiply3x3(GetMatrix(), cannonDir); + cannonDir.z += (CGeneral::GetRandomNumber()&0xF)/1000.0f; + CWaterCannons::UpdateOne((uintptr)this, &cannonPos, &cannonDir); + }else if(m_status == STATUS_PHYSICS){ + CFire *fire = gFireManager.FindFurthestFire_NeverMindFireMen(GetPosition(), 10.0f, 35.0f); + if(fire == nil) + return; + + // Target cannon onto fire + float targetAngle = CGeneral::GetATanOfXY(fire->m_vecPos.x-GetPosition().x, fire->m_vecPos.y-GetPosition().y); + float fwdAngle = CGeneral::GetATanOfXY(GetForward().x, GetForward().y); + float targetCannonAngle = fwdAngle - targetAngle; + float angleDelta = CTimer::GetTimeStep()*0.01f; + float cannonDelta = targetCannonAngle - m_fCarGunLR; + while(cannonDelta < PI) cannonDelta += TWOPI; + while(cannonDelta > PI) cannonDelta -= TWOPI; + if(Abs(cannonDelta) < angleDelta) + m_fCarGunLR = targetCannonAngle; + else if(cannonDelta > 0.0f) + m_fCarGunLR += angleDelta; + else + m_fCarGunLR -= angleDelta; + + // Go up and down a bit + float upDown = Sin((float)(CTimer::GetTimeInMilliseconds() & 0xFFF)/0x1000 * TWOPI); + m_fCarGunUD = 0.2f + 0.2f*upDown; + + // Spray water every once in a while + if((CTimer::GetTimeInMilliseconds()>>10) & 3){ + CVector cannonPos(0.0f, 0.0f, 2.2f); // different position than player's firetruck! + cannonPos = GetMatrix() * cannonPos; + CVector cannonDir( + Sin(m_fCarGunLR) * Cos(m_fCarGunUD), + Cos(m_fCarGunLR) * Cos(m_fCarGunUD), + Sin(m_fCarGunUD)); + cannonDir = Multiply3x3(GetMatrix(), cannonDir); + cannonDir.z += (CGeneral::GetRandomNumber()&0xF)/1000.0f; + CWaterCannons::UpdateOne((uintptr)this, &cannonPos, &cannonDir); + } + } +} + +void +CAutomobile::TankControl(void) +{ + int i; + + // These coords are 1 unit higher then they should be relative to model center + CVector turrentBase(0.0f, -1.394f, 2.296f); + CVector gunEnd(0.0f, 1.813f, 2.979f); + CVector baseToEnd = gunEnd - turrentBase; + + if(this != FindPlayerVehicle()) + return; + if(CWorld::Players[CWorld::PlayerInFocus].m_WBState != WBSTATE_PLAYING) + return; + + // Rotate turret + float prevAngle = m_fCarGunLR; + m_fCarGunLR -= CPad::GetPad(0)->GetCarGunLeftRight() * 0.00015f * CTimer::GetTimeStep(); + if(m_fCarGunLR < 0.0f) + m_fCarGunLR += TWOPI; + if(m_fCarGunLR > TWOPI) + m_fCarGunLR -= TWOPI; + if(m_fCarGunLR != prevAngle) + DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_TANK_TURRET_ROTATE, Abs(m_fCarGunLR - prevAngle)); + + // Shoot + if(CPad::GetPad(0)->CarGunJustDown() && + CTimer::GetTimeInMilliseconds() > CWorld::Players[CWorld::PlayerInFocus].m_nTimeTankShotGun + 800){ + CWorld::Players[CWorld::PlayerInFocus].m_nTimeTankShotGun = CTimer::GetTimeInMilliseconds(); + + // more like -sin(angle), cos(angle), i.e. rotated (0,1,0) + CVector turretDir = CVector(Sin(-m_fCarGunLR), Cos(-m_fCarGunLR), 0.0f); + turretDir = Multiply3x3(GetMatrix(), turretDir); + + float c = Cos(m_fCarGunLR); + float s = Sin(m_fCarGunLR); + CVector rotatedEnd( + c*baseToEnd.x - s*baseToEnd.y, + s*baseToEnd.x + c*baseToEnd.y, + baseToEnd.z - 1.0f); // correct offset here + rotatedEnd += turrentBase; + + CVector point1 = GetMatrix() * rotatedEnd; + CVector point2 = point1 + 60.0f*turretDir; + m_vecMoveSpeed -= 0.06f*turretDir; + m_vecMoveSpeed.z += 0.05f; + + CWeapon::DoTankDoomAiming(FindPlayerVehicle(), FindPlayerPed(), &point1, &point2); + CColPoint colpoint; + CEntity *entity = nil; + CWorld::ProcessLineOfSight(point1, point2, colpoint, entity, true, true, true, true, true, true, false); + if(entity) + point2 = colpoint.point - 0.04f*(colpoint.point - point1); + + CExplosion::AddExplosion(nil, FindPlayerPed(), EXPLOSION_TANK_GRENADE, point2, 0); + + // Add particles on the way to the explosion; + float shotDist = (point2 - point1).Magnitude(); + int n = shotDist/4.0f; + RwRGBA black = { 0, 0, 0, 0 }; + for(i = 0; i < n; i++){ + float f = (float)i/n; + CParticle::AddParticle(PARTICLE_HELI_DUST, + point1 + f*(point2 - point1), + CVector(0.0f, 0.0f, 0.0f), + nil, 0.1f, black); + } + + // More particles + CVector shotDir = point2 - point1; + shotDir.Normalise(); + for(i = 0; i < 15; i++){ + float f = i/15.0f; + CParticle::AddParticle(PARTICLE_GUNSMOKE2, point1, + shotDir*CGeneral::GetRandomNumberInRange(0.3f, 1.0f)*f, + nil, CGeneral::GetRandomNumberInRange(0.5f, 1.0f)*f, black); + } + + // And some gun flashes near the gun + CVector flashPos = point1; + CVector nullDir(0.0f, 0.0f, 0.0f); + int lifeSpan = 250; + if(m_vecMoveSpeed.Magnitude() > 0.08f){ + lifeSpan = 125; + flashPos.x += 0.5f*m_vecMoveSpeed.x; + flashPos.y += 0.5f*m_vecMoveSpeed.y; + } + CParticle::AddParticle(PARTICLE_GUNFLASH, flashPos, nullDir, nil, 0.4f, black, 0, 0, 0, lifeSpan); + flashPos += 0.3f*shotDir; + CParticle::AddParticle(PARTICLE_GUNFLASH, flashPos, nullDir, nil, 0.2f, black, 0, 0, 0, lifeSpan); + flashPos += 0.1f*shotDir; + CParticle::AddParticle(PARTICLE_GUNFLASH, flashPos, nullDir, nil, 0.15f, black, 0, 0, 0, lifeSpan); + } + + // Actually update turret node + if(m_aCarNodes[CAR_WINDSCREEN]){ + CMatrix mat; + CVector pos; + + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WINDSCREEN])); + pos = mat.GetPosition(); + mat.SetRotateZ(m_fCarGunLR); + mat.Translate(pos); + mat.UpdateRW(); + } +} + +void +CAutomobile::HydraulicControl(void) +{ + int i; + float wheelPositions[4]; + CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); + CColModel *normalColModel = mi->GetColModel(); + float wheelRadius = 0.5f*mi->m_wheelScale; + CPlayerInfo *playerInfo = &CWorld::Players[CWorld::PlayerInFocus]; + CColModel *specialColModel = &playerInfo->m_ColModel; + + if(m_status != STATUS_PLAYER){ + // reset hydraulics for non-player cars + + if(!bUsingSpecialColModel) + return; + if(specialColModel != nil) // this is always true + for(i = 0; i < 4; i++) + wheelPositions[i] = specialColModel->lines[i].p0.z - m_aSuspensionSpringRatio[i]*m_aSuspensionLineLength[i]; + for(i = 0; i < 4; i++){ + m_aSuspensionSpringLength[i] = pHandling->fSuspensionUpperLimit - pHandling->fSuspensionLowerLimit; + m_aSuspensionLineLength[i] = normalColModel->lines[i].p0.z - normalColModel->lines[i].p1.z; + m_aSuspensionSpringRatio[i] = (normalColModel->lines[i].p0.z - wheelPositions[i]) / m_aSuspensionLineLength[i]; + if(m_aSuspensionSpringRatio[i] > 1.0f) + m_aSuspensionSpringRatio[i] = 1.0f; + } + + if(m_hydraulicState == 0) + DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_1, 0.0f); + else if(m_hydraulicState >= 100) + DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f); + + if(playerInfo->m_pVehicleEx == this) + playerInfo->m_pVehicleEx = nil; + bUsingSpecialColModel = false; + m_hydraulicState = 0; + return; + } + + // Player car + + float normalUpperLimit = pHandling->fSuspensionUpperLimit; + float normalLowerLimit = pHandling->fSuspensionLowerLimit; + float normalSpringLength = normalUpperLimit - normalLowerLimit; + float extendedUpperLimit = normalUpperLimit - 0.2f; + float extendedLowerLimit = normalLowerLimit - 0.2f; + float extendedSpringLength = extendedUpperLimit - extendedLowerLimit; + + if(!bUsingSpecialColModel){ + // Init special col model + + if(playerInfo->m_pVehicleEx && playerInfo->m_pVehicleEx == this) + playerInfo->m_pVehicleEx->bUsingSpecialColModel = false; + playerInfo->m_pVehicleEx = this; + playerInfo->m_ColModel = *normalColModel; + bUsingSpecialColModel = true; + specialColModel = &playerInfo->m_ColModel; + + if(m_fVelocityChangeForAudio > 0.1f) + m_hydraulicState = 20; + else{ + m_hydraulicState = 0; + normalUpperLimit += -0.12f; + normalSpringLength = normalUpperLimit - (normalLowerLimit+0.14f); + DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f); + } + + // Setup suspension + float normalLineLength = normalSpringLength + wheelRadius; + CVector pos; + for(i = 0; i < 4; i++){ + wheelPositions[i] = normalColModel->lines[i].p0.z - m_aSuspensionSpringRatio[i]*m_aSuspensionLineLength[i]; + mi->GetWheelPosn(i, pos); + pos.z += normalUpperLimit; + specialColModel->lines[i].p0 = pos; + pos.z -= normalLineLength; + specialColModel->lines[i].p1 = pos; + m_aSuspensionSpringLength[i] = normalSpringLength; + m_aSuspensionLineLength[i] = normalLineLength; + + if(m_aSuspensionSpringRatio[i] < 1.0f){ + m_aSuspensionSpringRatio[i] = (specialColModel->lines[i].p0.z - wheelPositions[i])/m_aSuspensionLineLength[i]; + if(m_aSuspensionSpringRatio[i] > 1.0f) + m_aSuspensionSpringRatio[i] = 1.0f; + } + } + DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f); + + // Adjust col model + mi->GetWheelPosn(0, pos); + float minz = pos.z + extendedLowerLimit - wheelRadius; + if(minz < specialColModel->boundingBox.min.z) + specialColModel->boundingBox.min.z = minz; + float radius = Max(specialColModel->boundingBox.min.Magnitude(), specialColModel->boundingBox.max.Magnitude()); + if(specialColModel->boundingSphere.radius < radius) + specialColModel->boundingSphere.radius = radius; + + } + + if(playerInfo->m_WBState != WBSTATE_PLAYING) + return; + + bool setPrevRatio = false; + if(m_hydraulicState < 20 && m_fVelocityChangeForAudio > 0.2f){ + if(m_hydraulicState == 0){ + m_hydraulicState = 20; + for(i = 0; i < 4; i++) + m_aWheelPosition[i] -= 0.06f; + DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_1, 0.0f); + setPrevRatio = true; + }else{ + m_hydraulicState++; + } + }else if(m_hydraulicState != 0){ // must always be true + if(m_hydraulicState < 21 && m_fVelocityChangeForAudio < 0.1f){ + m_hydraulicState--; + if(m_hydraulicState == 0) + DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f); + } + } + + if(CPad::GetPad(0)->HornJustDown()){ + // Switch between normal and extended + + if(m_hydraulicState < 100) + m_hydraulicState = 100; + else{ + if(m_fVelocityChangeForAudio > 0.1f) + m_hydraulicState = 20; + else + m_hydraulicState = 0; + } + + if(m_hydraulicState < 100){ + if(m_hydraulicState == 0){ + normalUpperLimit += -0.12f; + normalLowerLimit += 0.14f; + normalSpringLength = normalUpperLimit - normalLowerLimit; + } + + // Reset suspension to normal + float normalLineLength = normalSpringLength + wheelRadius; + CVector pos; + for(i = 0; i < 4; i++){ + wheelPositions[i] = specialColModel->lines[i].p0.z - m_aSuspensionSpringRatio[i]*m_aSuspensionLineLength[i]; + mi->GetWheelPosn(i, pos); + pos.z += normalUpperLimit; + specialColModel->lines[i].p0 = pos; + pos.z -= normalLineLength; + specialColModel->lines[i].p1 = pos; + m_aSuspensionSpringLength[i] = normalSpringLength; + m_aSuspensionLineLength[i] = normalLineLength; + + if(m_aSuspensionSpringRatio[i] < 1.0f){ + m_aSuspensionSpringRatio[i] = (specialColModel->lines[i].p0.z - wheelPositions[i])/m_aSuspensionLineLength[i]; + if(m_aSuspensionSpringRatio[i] > 1.0f) + m_aSuspensionSpringRatio[i] = 1.0f; + } + } + DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f); + }else{ + // Reset suspension to extended + float extendedLineLength = extendedSpringLength + wheelRadius; + CVector pos; + for(i = 0; i < 4; i++){ + wheelPositions[i] = specialColModel->lines[i].p0.z - m_aSuspensionSpringRatio[i]*m_aSuspensionLineLength[i]; + mi->GetWheelPosn(i, pos); + pos.z += extendedUpperLimit; + specialColModel->lines[i].p0 = pos; + pos.z -= extendedLineLength; + specialColModel->lines[i].p1 = pos; + m_aSuspensionSpringLength[i] = extendedSpringLength; + m_aSuspensionLineLength[i] = extendedLineLength; + + if(m_aSuspensionSpringRatio[i] < 1.0f){ + m_aSuspensionSpringRatio[i] = (specialColModel->lines[i].p0.z - wheelPositions[i])/m_aSuspensionLineLength[i]; + if(m_aSuspensionSpringRatio[i] > 1.0f) + m_aSuspensionSpringRatio[i] = 1.0f; + } + + setPrevRatio = true; + m_aWheelPosition[i] -= 0.05f; + } + DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f); + } + }else{ + float suspChange[4]; + float maxDelta = 0.0f; + float rear = CPad::GetPad(0)->GetCarGunUpDown()/128.0f; + float front = -rear; + float right = CPad::GetPad(0)->GetCarGunLeftRight()/128.0f; + float left = -right; + suspChange[CARWHEEL_FRONT_LEFT] = Max(front+left, 0.0f); + suspChange[CARWHEEL_REAR_LEFT] = Max(rear+left, 0.0f); + suspChange[CARWHEEL_FRONT_RIGHT] = Max(front+right, 0.0f); + suspChange[CARWHEEL_REAR_RIGHT] = Max(rear+right, 0.0f); + + if(m_hydraulicState < 100){ + // Lowered, move wheels up + + if(m_hydraulicState == 0){ + normalUpperLimit += -0.12f; + normalLowerLimit += 0.14f; + normalSpringLength = normalUpperLimit - normalLowerLimit; + } + + // Set suspension + CVector pos; + for(i = 0; i < 4; i++){ + if(suspChange[i] > 1.0f) + suspChange[i] = 1.0f; + + float oldZ = specialColModel->lines[i].p1.z; + float upperLimit = suspChange[i]*(extendedUpperLimit-normalUpperLimit) + normalUpperLimit; + float springLength = suspChange[i]*(extendedSpringLength-normalSpringLength) + normalSpringLength; + float lineLength = springLength + wheelRadius; + + wheelPositions[i] = specialColModel->lines[i].p0.z - m_aSuspensionSpringRatio[i]*m_aSuspensionLineLength[i]; + mi->GetWheelPosn(i, pos); + pos.z += upperLimit; + specialColModel->lines[i].p0 = pos; + pos.z -= lineLength; + if(Abs(pos.z - specialColModel->lines[i].p1.z) > Abs(maxDelta)) + maxDelta = pos.z - specialColModel->lines[i].p1.z; + specialColModel->lines[i].p1 = pos; + m_aSuspensionSpringLength[i] = springLength; + m_aSuspensionLineLength[i] = lineLength; + + if(m_aSuspensionSpringRatio[i] < 1.0f){ + m_aSuspensionSpringRatio[i] = (specialColModel->lines[i].p0.z - wheelPositions[i])/m_aSuspensionLineLength[i]; + if(m_aSuspensionSpringRatio[i] > 1.0f) + m_aSuspensionSpringRatio[i] = 1.0f; + m_aWheelPosition[i] -= (oldZ - specialColModel->lines[i].p1.z)*0.3f; + } + } + }else{ + if(m_hydraulicState < 104){ + m_hydraulicState++; + for(i = 0; i < 4; i++) + m_aWheelPosition[i] -= 0.1f; + } + + if(m_fVelocityChangeForAudio < 0.1f){ + normalUpperLimit += -0.12f; + normalLowerLimit += 0.14f; + normalSpringLength = normalUpperLimit - normalLowerLimit; + } + + // Set suspension + CVector pos; + for(i = 0; i < 4; i++){ + if(suspChange[i] > 1.0f) + suspChange[i] = 1.0f; + + float upperLimit = suspChange[i]*(normalUpperLimit-extendedUpperLimit) + extendedUpperLimit; + float springLength = suspChange[i]*(normalSpringLength-extendedSpringLength) + extendedSpringLength; + float lineLength = springLength + wheelRadius; + + wheelPositions[i] = specialColModel->lines[i].p0.z - m_aSuspensionSpringRatio[i]*m_aSuspensionLineLength[i]; + mi->GetWheelPosn(i, pos); + pos.z += upperLimit; + specialColModel->lines[i].p0 = pos; + pos.z -= lineLength; + if(Abs(pos.z - specialColModel->lines[i].p1.z) > Abs(maxDelta)) + maxDelta = pos.z - specialColModel->lines[i].p1.z; + specialColModel->lines[i].p1 = pos; + m_aSuspensionSpringLength[i] = springLength; + m_aSuspensionLineLength[i] = lineLength; + + if(m_aSuspensionSpringRatio[i] < 1.0f){ + m_aSuspensionSpringRatio[i] = (specialColModel->lines[i].p0.z - wheelPositions[i])/m_aSuspensionLineLength[i]; + if(m_aSuspensionSpringRatio[i] > 1.0f) + m_aSuspensionSpringRatio[i] = 1.0f; + } + } + } + + float limitDiff = extendedLowerLimit - normalLowerLimit; + if(limitDiff != 0.0f && Abs(maxDelta/limitDiff) > 0.01f){ + float f = (maxDelta + limitDiff)/2.0f/limitDiff; + f = clamp(f, 0.0f, 1.0f); + DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_3, f); + if(f < 0.4f || f > 0.6f) + setPrevRatio = true; + if(f < 0.25f) + DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f); + else if(f > 0.75f) + DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_1, 0.0f); + } + } + + if(setPrevRatio) + for(i = 0; i < 4; i++){ + // wheel radius in relation to suspension line + float wheelRadius = 1.0f - m_aSuspensionSpringLength[i]/m_aSuspensionLineLength[i]; + m_aSuspensionSpringRatioPrev[i] = (m_aSuspensionSpringRatio[i]-wheelRadius)/(1.0f-wheelRadius); + } +} + +void +CAutomobile::ProcessBuoyancy(void) +{ + int i; + CVector impulse, point; + + if(mod_Buoyancy.ProcessBuoyancy(this, m_fBuoyancy, &point, &impulse)){ + m_flagD8 = true; + ApplyMoveForce(impulse); + ApplyTurnForce(impulse, point); + + CVector initialSpeed = m_vecMoveSpeed; + float timeStep = Max(CTimer::GetTimeStep(), 0.01f); + float impulseRatio = impulse.z / (GRAVITY * m_fMass * timeStep); + float waterResistance = Pow(1.0f - 0.05f*impulseRatio, CTimer::GetTimeStep()); + m_vecMoveSpeed *= waterResistance; + m_vecTurnSpeed *= waterResistance; + + if(impulseRatio > 0.5f){ + bIsInWater = true; + if(m_vecMoveSpeed.z < -0.1f) + m_vecMoveSpeed.z = -0.1f; + + if(pDriver){ + pDriver->bIsInWater = true; + if(pDriver->IsPlayer() || !bWaterTight) + pDriver->InflictDamage(nil, WEAPONTYPE_WATER, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0); + } + for(i = 0; i < m_nNumMaxPassengers; i++) + if(pPassengers[i]){ + pPassengers[i]->bIsInWater = true; + if(pPassengers[i]->IsPlayer() || !bWaterTight) + pPassengers[i]->InflictDamage(nil, WEAPONTYPE_WATER, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0); + } + }else + bIsInWater = false; + + static uint32 nGenerateRaindrops = 0; + static uint32 nGenerateWaterCircles = 0; + + if(initialSpeed.z < -0.3f && impulse.z > 0.3f){ + RwRGBA color; + color.red = (0.5f * CTimeCycle::GetDirectionalRed() + CTimeCycle::GetAmbientRed())*0.45f*255; + color.green = (0.5f * CTimeCycle::GetDirectionalGreen() + CTimeCycle::GetAmbientGreen())*0.45f*255; + color.blue = (0.5f * CTimeCycle::GetDirectionalBlue() + CTimeCycle::GetAmbientBlue())*0.45f*255; + color.alpha = CGeneral::GetRandomNumberInRange(0, 32) + 128; + CParticleObject::AddObject(POBJECT_CAR_WATER_SPLASH, GetPosition(), + CVector(0.0f, 0.0f, CGeneral::GetRandomNumberInRange(0.15f, 0.3f)), + 0.0f, 75, color, true); + + nGenerateRaindrops = CTimer::GetTimeInMilliseconds() + 300; + nGenerateWaterCircles = CTimer::GetTimeInMilliseconds() + 60; + if(m_vecMoveSpeed.z < -0.2f) + m_vecMoveSpeed.z = -0.2f; + DMAudio.PlayOneShot(m_audioEntityId, SOUND_WATER_FALL, 0.0f); + } + + if(nGenerateWaterCircles > 0 && nGenerateWaterCircles < CTimer::GetTimeInMilliseconds()){ + CVector pos = GetPosition(); + float waterLevel = 0.0f; + if(CWaterLevel::GetWaterLevel(pos.x, pos.y, pos.z, &waterLevel, false)) + pos.z = waterLevel; + static RwRGBA black; + if(pos.z != 0.0f){ + nGenerateWaterCircles = 0; + pos.z += 1.0f; + for(i = 0; i < 4; i++){ + CVector p = pos; + p.x += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f); + p.y += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f); + CParticle::AddParticle(PARTICLE_RAIN_SPLASH_BIGGROW, + p, CVector(0.0f, 0.0f, 0.0f), + nil, 0.0f, black, 0, 0, 0, 0); + } + } + } + + if(nGenerateRaindrops > 0 && nGenerateRaindrops < CTimer::GetTimeInMilliseconds()){ + CVector pos = GetPosition(); + float waterLevel = 0.0f; + if(CWaterLevel::GetWaterLevel(pos.x, pos.y, pos.z, &waterLevel, false)) + pos.z = waterLevel; + static RwRGBA black; + if(pos.z >= 0.0f){ + nGenerateRaindrops = 0; + pos.z += 0.5; + CParticleObject::AddObject(POBJECT_SPLASHES_AROUND, + pos, CVector(0.0f, 0.0f, 0.0f), 6.5f, 2500, black, true); + } + } + }else{ + bIsInWater = false; + m_flagD8 = false; + + static RwRGBA splashCol = {155, 155, 185, 196}; + static RwRGBA smokeCol = {255, 255, 255, 255}; + + for(i = 0; i < 4; i++){ + if(m_aSuspensionSpringRatio[i] < 1.0f && m_aWheelColPoints[i].surfaceB == SURFACE_PUDDLE){ + CVector pos = m_aWheelColPoints[i].point + 0.3f*GetUp() - GetPosition(); + CVector vSpeed = GetSpeed(pos); + vSpeed.z = 0.0f; + float fSpeed = vSpeed.MagnitudeSqr(); + if(fSpeed > sq(0.05f)){ + fSpeed = Sqrt(fSpeed); + float size = Min((fSpeed < 0.15f ? 0.25f : 0.75f)*fSpeed, 0.6f); + CVector right = 0.2f*fSpeed*GetRight() + 0.2f*vSpeed; + + CParticle::AddParticle(PARTICLE_PED_SPLASH, + pos + GetPosition(), -0.5f*right, + nil, size, splashCol, + CGeneral::GetRandomNumberInRange(0.0f, 10.0f), + CGeneral::GetRandomNumberInRange(0.0f, 90.0f), 1, 0); + + CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, + pos + GetPosition(), -0.6f*right, + nil, size, smokeCol, 0, 0, 0, 0); + + if((CTimer::GetFrameCounter() & 0xF) == 0) + DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_SPLASH, 2000.0f*fSpeed); + } + } + } + } +} + +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::AddDamagedVehicleParticles(void) +{ + if(this == FindPlayerVehicle() && TheCamera.GetLookingForwardFirstPerson()) + return; + + uint8 engineStatus = Damage.GetEngineStatus(); + if(engineStatus < ENGINE_STATUS_STEAM1) + return; + + float fwdSpeed = DotProduct(m_vecMoveSpeed, GetForward()) * 180.0f; + CVector direction = 0.5f*m_vecMoveSpeed; + 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; + } + + if(GetModelIndex() == MI_BFINJECT) + damagePos = CVector(0.3f, -1.5f, -0.1f); + + damagePos = GetMatrix()*damagePos; + damagePos.z += 0.15f; + + if(engineStatus < ENGINE_STATUS_STEAM2){ + if(fwdSpeed < 90.0f){ + direction.z += 0.05f; + CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, direction, nil, 0.1f); + } + }else if(engineStatus < ENGINE_STATUS_SMOKE){ + if(fwdSpeed < 90.0f) + CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, direction, nil, 0.0f); + }else if(engineStatus < ENGINE_STATUS_ON_FIRE){ + if(fwdSpeed < 90.0f){ + CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, direction, nil, 0.0f); + CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, damagePos, 0.3f*direction, nil, 0.0f); + } + }else if(m_fHealth > 250.0f){ + if(fwdSpeed < 90.0f) + CParticle::AddParticle(PARTICLE_ENGINE_SMOKE2, damagePos, 0.2f*direction, nil, 0.0f); + } +} + +int32 +CAutomobile::AddWheelDirtAndWater(CColPoint *colpoint, uint32 belowEffectSpeed) +{ + int i; + CVector dir; + static RwRGBA grassCol = { 8, 24, 8, 255 }; + static RwRGBA dirtCol = { 64, 64, 64, 255 }; + static RwRGBA dirttrackCol = { 64, 32, 16, 255 }; + static RwRGBA waterCol = { 48, 48, 64, 0 }; + + if(!belowEffectSpeed) + return 0; + + switch(colpoint->surfaceB){ + case SURFACE_GRASS: + dir.x = -0.05f*m_vecMoveSpeed.x; + dir.y = -0.05f*m_vecMoveSpeed.y; + for(i = 0; i < 4; i++){ + dir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.06f); + CParticle::AddParticle(PARTICLE_WHEEL_DIRT, colpoint->point, dir, nil, + CGeneral::GetRandomNumberInRange(0.02f, 0.1f), grassCol); + } + return 0; + case SURFACE_DIRT: + dir.x = -0.05f*m_vecMoveSpeed.x; + dir.y = -0.05f*m_vecMoveSpeed.y; + for(i = 0; i < 4; i++){ + dir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.06f); + CParticle::AddParticle(PARTICLE_WHEEL_DIRT, colpoint->point, dir, nil, + CGeneral::GetRandomNumberInRange(0.02f, 0.06f), dirtCol); + } + return 1; + case SURFACE_DIRTTRACK: + dir.x = -0.05f*m_vecMoveSpeed.x; + dir.y = -0.05f*m_vecMoveSpeed.y; + for(i = 0; i < 4; i++){ + dir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.06f); + CParticle::AddParticle(PARTICLE_WHEEL_DIRT, colpoint->point, dir, nil, + CGeneral::GetRandomNumberInRange(0.02f, 0.06f), dirttrackCol); + } + return 0; + default: + // Is this even visible? + if(CWeather::WetRoads > 0.01f && CTimer::GetFrameCounter() & 1){ + CParticle::AddParticle(PARTICLE_WATERSPRAY, + colpoint->point + CVector(0.0f, 0.0f, 0.25f+0.25f), + CVector(0.0f, 0.0f, 1.0f), nil, + CGeneral::GetRandomNumberInRange(0.1f, 0.5f), waterCol); + return 0; + } + return 1; + } +} + +void +CAutomobile::GetComponentWorldPosition(int32 component, CVector &pos) +{ + if(m_aCarNodes[component] == nil){ + printf("CarNode missing: %d %d\n", GetModelIndex(), component); + return; + } + RwMatrix *ltm = RwFrameGetLTM(m_aCarNodes[component]); + pos = *RwMatrixGetPos(ltm); +} + +bool +CAutomobile::IsComponentPresent(int32 comp) +{ + return m_aCarNodes[comp] != nil; +} + +void +CAutomobile::SetComponentRotation(int32 component, CVector rotation) +{ + CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component])); + CVector pos = mat.GetPosition(); + // BUG: all these set the whole matrix + mat.SetRotateX(DEGTORAD(rotation.x)); + mat.SetRotateY(DEGTORAD(rotation.y)); + mat.SetRotateZ(DEGTORAD(rotation.z)); + mat.Translate(pos); + mat.UpdateRW(); +} + +void +CAutomobile::OpenDoor(int32 component, eDoors door, float openRatio) +{ + CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component])); + CVector pos = mat.GetPosition(); + float axes[3] = { 0.0f, 0.0f, 0.0f }; + float wasClosed = false; + + if(Doors[door].IsClosed()){ + // enable angle cull for closed doors + RwFrameForAllObjects(m_aCarNodes[component], CVehicleModelInfo::ClearAtomicFlagCB, (void*)ATOMIC_FLAG_NOCULL); + wasClosed = true; + } + + Doors[door].Open(openRatio); + + if(wasClosed && Doors[door].RetAngleWhenClosed() != Doors[door].m_fAngle){ + // door opened + HideAllComps(); + // turn off angle cull for swinging door + RwFrameForAllObjects(m_aCarNodes[component], CVehicleModelInfo::SetAtomicFlagCB, (void*)ATOMIC_FLAG_NOCULL); + DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_DOOR_OPEN_BONNET + door, 0.0f); + } + + if(!wasClosed && openRatio == 0.0f){ + // door closed + if(Damage.GetDoorStatus(door) == DOOR_STATUS_SWINGING) + Damage.SetDoorStatus(door, DOOR_STATUS_OK); // huh? + ShowAllComps(); + DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_DOOR_CLOSE_BONNET + door, 0.0f); + } + + axes[Doors[door].m_nAxis] = Doors[door].m_fAngle; + mat.SetRotate(axes[0], axes[1], axes[2]); + mat.Translate(pos); + mat.UpdateRW(); +} + +inline void ProcessDoorOpenAnimation(CAutomobile *car, uint32 component, eDoors door, float time, float start, float end) +{ + if(time > start && time < end){ + float ratio = (time - start)/(end - start); + if(car->Doors[door].GetAngleOpenRatio() < ratio) + car->OpenDoor(component, door, ratio); + }else if(time > end){ + car->OpenDoor(component, door, 1.0f); + } +} + +inline void ProcessDoorCloseAnimation(CAutomobile *car, uint32 component, eDoors door, float time, float start, float end) +{ + if(time > start && time < end){ + float ratio = 1.0f - (time - start)/(end - start); + if(car->Doors[door].GetAngleOpenRatio() > ratio) + car->OpenDoor(component, door, ratio); + }else if(time > end){ + car->OpenDoor(component, door, 0.0f); + } +} + +inline void ProcessDoorOpenCloseAnimation(CAutomobile *car, uint32 component, eDoors door, float time, float start, float mid, float end) +{ + if(time > start && time < mid){ + // open + float ratio = (time - start)/(mid - start); + if(car->Doors[door].GetAngleOpenRatio() < ratio) + car->OpenDoor(component, door, ratio); + }else if(time > mid && time < end){ + // close + float ratio = 1.0f - (time - mid)/(end - mid); + if(car->Doors[door].GetAngleOpenRatio() > ratio) + car->OpenDoor(component, door, ratio); + }else if(time > end){ + car->OpenDoor(component, door, 0.0f); + } +} +void +CAutomobile::ProcessOpenDoor(uint32 component, uint32 anim, float time) +{ + eDoors door; + + switch(component){ + case CAR_DOOR_RF: door = DOOR_FRONT_RIGHT; break; + case CAR_DOOR_RR: door = DOOR_REAR_RIGHT; break; + case CAR_DOOR_LF: door = DOOR_FRONT_LEFT; break; + case CAR_DOOR_LR: door = DOOR_REAR_LEFT; break; + default: assert(0); + } + + if(IsDoorMissing(door)) + return; + + switch(anim){ + case ANIM_CAR_QJACK: + case ANIM_CAR_OPEN_LHS: + case ANIM_CAR_OPEN_RHS: + ProcessDoorOpenAnimation(this, component, door, time, 0.66f, 0.8f); + break; + case ANIM_CAR_CLOSEDOOR_LHS: + case ANIM_CAR_CLOSEDOOR_LOW_LHS: + case ANIM_CAR_CLOSEDOOR_RHS: + case ANIM_CAR_CLOSEDOOR_LOW_RHS: + ProcessDoorCloseAnimation(this, component, door, time, 0.2f, 0.63f); + break; + case ANIM_CAR_ROLLDOOR: + case ANIM_CAR_ROLLDOOR_LOW: + ProcessDoorOpenCloseAnimation(this, component, door, time, 0.1f, 0.6f, 0.95f); + break; + break; + case ANIM_CAR_GETOUT_LHS: + case ANIM_CAR_GETOUT_LOW_LHS: + case ANIM_CAR_GETOUT_RHS: + case ANIM_CAR_GETOUT_LOW_RHS: + ProcessDoorOpenAnimation(this, component, door, time, 0.06f, 0.43f); + break; + case ANIM_CAR_CLOSE_LHS: + case ANIM_CAR_CLOSE_RHS: + ProcessDoorCloseAnimation(this, component, door, time, 0.1f, 0.23f); + break; + case ANIM_CAR_PULLOUT_RHS: + case ANIM_CAR_PULLOUT_LOW_RHS: + OpenDoor(component, door, 1.0f); + case ANIM_COACH_OPEN_L: + case ANIM_COACH_OPEN_R: + ProcessDoorOpenAnimation(this, component, door, time, 0.66f, 0.8f); + break; + case ANIM_COACH_OUT_L: + ProcessDoorOpenAnimation(this, component, door, time, 0.0f, 0.3f); + break; + case ANIM_VAN_OPEN_L: + case ANIM_VAN_OPEN: + ProcessDoorOpenAnimation(this, component, door, time, 0.37f, 0.55f); + break; + case ANIM_VAN_CLOSE_L: + case ANIM_VAN_CLOSE: + ProcessDoorCloseAnimation(this, component, door, time, 0.5f, 0.8f); + break; + case ANIM_VAN_GETOUT_L: + case ANIM_VAN_GETOUT: + ProcessDoorOpenAnimation(this, component, door, time, 0.5f, 0.6f); + break; + case NUM_ANIMS: + OpenDoor(component, door, time); + break; + } +} + +bool +CAutomobile::IsDoorReady(eDoors door) +{ + if(Doors[door].IsClosed() || IsDoorMissing(door)) + return true; + int doorflag = 0; + // TODO: enum? + switch(door){ + case DOOR_FRONT_LEFT: doorflag = 1; break; + case DOOR_FRONT_RIGHT: doorflag = 4; break; + case DOOR_REAR_LEFT: doorflag = 2; break; + case DOOR_REAR_RIGHT: doorflag = 8; break; + } + return (doorflag & m_nGettingInFlags) == 0; +} + +bool +CAutomobile::IsDoorFullyOpen(eDoors door) +{ + return Doors[door].IsFullyOpen() || IsDoorMissing(door); +} + +bool +CAutomobile::IsDoorClosed(eDoors door) +{ + return !!Doors[door].IsClosed(); +} + +bool +CAutomobile::IsDoorMissing(eDoors door) +{ + return Damage.GetDoorStatus(door) == DOOR_STATUS_MISSING; +} + +void +CAutomobile::RemoveRefsToVehicle(CEntity *ent) +{ + int i; + for(i = 0; i < 4; i++) + if(m_aGroundPhysical[i] == ent) + m_aGroundPhysical[i] = nil; +} + +void +CAutomobile::BlowUpCar(CEntity *culprit) +{ + int i; + RpAtomic *atomic; + + if(!bCanBeDamaged) + return; + + // explosion pushes vehicle up + m_vecMoveSpeed.z += 0.13f; + m_status = STATUS_WRECKED; + bRenderScorched = true; + m_nTimeOfDeath = CTimer::GetTimeInMilliseconds(); + Damage.FuckCarCompletely(); + + if(GetModelIndex() != MI_RCBANDIT){ + SetBumperDamage(CAR_BUMP_FRONT, VEHBUMPER_FRONT); + SetBumperDamage(CAR_BUMP_REAR, VEHBUMPER_REAR); + SetDoorDamage(CAR_BONNET, DOOR_BONNET); + SetDoorDamage(CAR_BOOT, DOOR_BOOT); + SetDoorDamage(CAR_DOOR_LF, DOOR_FRONT_LEFT); + SetDoorDamage(CAR_DOOR_RF, DOOR_FRONT_RIGHT); + 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); + } + + m_fHealth = 0.0f; + m_nBombTimer = 0; + m_bombType = CARBOMB_NONE; + + TheCamera.CamShake(0.7f, GetPosition().x, GetPosition().y, GetPosition().z); + + // kill driver and passengers + if(pDriver){ + CDarkel::RegisterKillByPlayer(pDriver, WEAPONTYPE_EXPLOSION); + if(pDriver->GetPedState() == PED_DRIVING){ + pDriver->SetDead(); + if(!pDriver->IsPlayer()) + pDriver->FlagToDestroyWhenNextProcessed(); + }else + pDriver->SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f); + } + for(i = 0; i < m_nNumMaxPassengers; i++){ + if(pPassengers[i]){ + CDarkel::RegisterKillByPlayer(pPassengers[i], WEAPONTYPE_EXPLOSION); + if(pPassengers[i]->GetPedState() == PED_DRIVING){ + pPassengers[i]->SetDead(); + if(!pPassengers[i]->IsPlayer()) + pPassengers[i]->FlagToDestroyWhenNextProcessed(); + }else + pPassengers[i]->SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f); + } + } + + bEngineOn = false; + bLightsOn = false; + m_bSirenOrAlarm = false; + bTaxiLight = false; + if(bIsAmbulanceOnDuty){ + bIsAmbulanceOnDuty = false; + CCarCtrl::NumAmbulancesOnDuty--; + } + if(bIsFireTruckOnDuty){ + bIsFireTruckOnDuty = false; + CCarCtrl::NumFiretrucksOnDuty--; + } + ChangeLawEnforcerState(false); + + gFireManager.StartFire(this, culprit, 0.8f, 1); // TODO + CDarkel::RegisterCarBlownUpByPlayer(this); + if(GetModelIndex() == MI_RCBANDIT) + CExplosion::AddExplosion(this, culprit, EXPLOSION_CAR_QUICK, GetPosition(), 0); + else + CExplosion::AddExplosion(this, culprit, EXPLOSION_CAR, GetPosition(), 0); +} + +bool +CAutomobile::SetUpWheelColModel(CColModel *colModel) +{ + CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); + CColModel *vehColModel = mi->GetColModel(); + + colModel->boundingSphere = vehColModel->boundingSphere; + colModel->boundingBox = vehColModel->boundingBox; + + CMatrix mat; + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF])); + colModel->spheres[0].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_LF); + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LB])); + colModel->spheres[1].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_LR); + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); + colModel->spheres[2].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_RF); + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RB])); + colModel->spheres[3].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_RR); + + if(m_aCarNodes[CAR_WHEEL_LM] != nil && m_aCarNodes[CAR_WHEEL_RM] != nil){ + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LM])); + colModel->spheres[4].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_RF); + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RM])); + colModel->spheres[5].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_TIRE, CAR_PIECE_WHEEL_RR); + colModel->numSpheres = 6; + }else + colModel->numSpheres = 4; + + return true; +} + +// this probably isn't used in III yet +void +CAutomobile::BurstTyre(uint8 wheel) +{ + switch(wheel){ + case CAR_PIECE_WHEEL_LF: wheel = VEHWHEEL_FRONT_LEFT; break; + case CAR_PIECE_WHEEL_LR: wheel = VEHWHEEL_REAR_LEFT; break; + case CAR_PIECE_WHEEL_RF: wheel = VEHWHEEL_FRONT_RIGHT; break; + case CAR_PIECE_WHEEL_RR: wheel = VEHWHEEL_REAR_RIGHT; break; + } + + int status = Damage.GetWheelStatus(wheel); + if(status == WHEEL_STATUS_OK){ + Damage.SetWheelStatus(wheel, WHEEL_STATUS_BURST); + + if(m_status == STATUS_SIMPLE){ + m_status = STATUS_PHYSICS; + CCarCtrl::SwitchVehicleToRealPhysics(this); + } + + ApplyMoveForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f)); + ApplyTurnForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f), GetForward()); + } +} + +bool +CAutomobile::IsRoomForPedToLeaveCar(uint32 component, CVector *doorOffset) +{ + CColPoint colpoint; + CEntity *ent; + colpoint.point = CVector(0.0f, 0.0f, 0.0f); + CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); + + CVector seatPos; + switch(component){ + case CAR_DOOR_RF: + seatPos = mi->m_positions[mi->m_vehicleType == VEHICLE_TYPE_BOAT ? BOAT_POS_FRONTSEAT : CAR_POS_FRONTSEAT]; + break; + case CAR_DOOR_LF: + seatPos = mi->m_positions[mi->m_vehicleType == VEHICLE_TYPE_BOAT ? BOAT_POS_FRONTSEAT : CAR_POS_FRONTSEAT]; + seatPos.x = -seatPos.x; + break; + case CAR_DOOR_RR: + seatPos = mi->m_positions[CAR_POS_BACKSEAT]; + break; + case CAR_DOOR_LR: + seatPos = mi->m_positions[CAR_POS_BACKSEAT]; + seatPos.x = -seatPos.x; + break; + } + seatPos = GetMatrix() * seatPos; + + CVector doorPos = CPed::GetPositionToOpenCarDoor(this, component); + if(doorOffset){ + CVector off = *doorOffset; + if(component == CAR_DOOR_RF || component == CAR_DOOR_RR) + off.x = -off.x; + doorPos += Multiply3x3(GetMatrix(), off); + } + + if(GetUp().z < 0.0f){ + seatPos.z += 0.5f; + doorPos.z += 0.5f; + } + + CVector dist = doorPos - seatPos; + float length = dist.Magnitude(); + CVector pedPos = seatPos + dist*((length+0.6f)/length); + + if(!CWorld::GetIsLineOfSightClear(seatPos, pedPos, true, false, false, true, false, false)) + return false; + if(CWorld::TestSphereAgainstWorld(doorPos, 0.6f, this, true, true, false, true, false, false)) + return false; + if(CWorld::ProcessVerticalLine(doorPos, 1000.0f, colpoint, ent, true, false, false, true, false, false, nil)) + if(colpoint.point.z > doorPos.z && colpoint.point.z < doorPos.z + 0.6f) + return false; + float upperZ = colpoint.point.z; + if(!CWorld::ProcessVerticalLine(doorPos, -1000.0f, colpoint, ent, true, false, false, true, false, false, nil)) + return false; + if(upperZ != 0.0f && upperZ < colpoint.point.z) + return false; + return true; +} + +float +CAutomobile::GetHeightAboveRoad(void) +{ + return m_fHeightAboveRoad; +} + +void +CAutomobile::PlayCarHorn(void) +{ + int r; + + if(m_nCarHornTimer != 0) + return; + + r = CGeneral::GetRandomNumber() & 7; + if(r < 2){ + m_nCarHornTimer = 45; + }else if(r < 4){ + if(pDriver) + pDriver->Say(SOUND_PED_CAR_COLLISION); + m_nCarHornTimer = 45; + }else{ + if(pDriver) + pDriver->Say(SOUND_PED_CAR_COLLISION); + } +} + +void +CAutomobile::PlayHornIfNecessary(void) +{ + if(AutoPilot.m_bSlowedDownBecauseOfPeds || + AutoPilot.m_bSlowedDownBecauseOfCars) + if(!HasCarStoppedBecauseOfLight()) + PlayCarHorn(); +} + + +void +CAutomobile::ResetSuspension(void) +{ + int i; + for(i = 0; i < 4; i++){ + m_aSuspensionSpringRatio[i] = 1.0f; + m_aWheelTimer[i] = 0.0f; + m_aWheelRotation[i] = 0.0f; + m_aWheelState[i] = WHEEL_STATE_NORMAL; + } +} + +void +CAutomobile::SetupSuspensionLines(void) +{ + int i; + CVector posn; + CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); + CColModel *colModel = mi->GetColModel(); + + // Each suspension line starts at the uppermost wheel position + // and extends down to the lowermost point on the tyre + for(i = 0; i < 4; i++){ + mi->GetWheelPosn(i, posn); + m_aWheelPosition[i] = posn.z; + + // uppermost wheel position + posn.z += pHandling->fSuspensionUpperLimit; + colModel->lines[i].p0 = posn; + + // lowermost wheel position + 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] = 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*pHandling->fSuspensionForceLevel))); + for(i = 0; i < 4; i++) + m_aWheelPosition[i] = mi->m_wheelScale*0.5f - m_fHeightAboveRoad; + + // adjust col model to include suspension lines + if(colModel->boundingBox.min.z > colModel->lines[0].p1.z) + colModel->boundingBox.min.z = colModel->lines[0].p1.z; + float radius = Max(colModel->boundingBox.min.Magnitude(), colModel->boundingBox.max.Magnitude()); + if(colModel->boundingSphere.radius < radius) + colModel->boundingSphere.radius = radius; + + if(GetModelIndex() == MI_RCBANDIT){ + colModel->boundingSphere.radius = 2.0f; + for(i = 0; i < colModel->numSpheres; i++) + colModel->spheres[i].radius = 0.3f; + } +} + +// called on police cars +void +CAutomobile::ScanForCrimes(void) +{ + if(FindPlayerVehicle() && FindPlayerVehicle()->IsCar()) + 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); +} + +void +CAutomobile::BlowUpCarsInPath(void) +{ + int i; + + if(m_vecMoveSpeed.Magnitude() > 0.1f) + for(i = 0; i < m_nCollisionRecords; i++) + if(m_aCollisionRecords[i] && + m_aCollisionRecords[i]->IsVehicle() && + m_aCollisionRecords[i]->GetModelIndex() != MI_RHINO && + !m_aCollisionRecords[i]->bRenderScorched) + ((CVehicle*)m_aCollisionRecords[i])->BlowUpCar(this); +} + +bool +CAutomobile::HasCarStoppedBecauseOfLight(void) +{ + int i; + + if(m_status != STATUS_SIMPLE && m_status != STATUS_PHYSICS) + return false; + + 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] == AutoPilot.m_nNextRouteNode) + break; + if(i < curnode->numLinks && + ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[curnode->firstLink + i]].trafficLightType & 3) // TODO + return true; + } + + 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] == AutoPilot.m_nPrevRouteNode) + break; + if(i < curnode->numLinks && + ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[curnode->firstLink + i]].trafficLightType & 3) // TODO + return true; + } + + return false; +} + +void +CAutomobile::SetBusDoorTimer(uint32 timer, uint8 type) +{ + if(timer < 1000) + timer = 1000; + if(type == 0) + // open and close + m_nBusDoorTimerStart = CTimer::GetTimeInMilliseconds(); + else + // only close + m_nBusDoorTimerStart = CTimer::GetTimeInMilliseconds() - 500; + m_nBusDoorTimerEnd = m_nBusDoorTimerStart + timer; +} + +void +CAutomobile::ProcessAutoBusDoors(void) +{ + if(CTimer::GetTimeInMilliseconds() < m_nBusDoorTimerEnd){ + if(m_nBusDoorTimerEnd != 0 && CTimer::GetTimeInMilliseconds() > m_nBusDoorTimerEnd-500){ + // close door + if(!IsDoorMissing(DOOR_FRONT_LEFT) && (m_nGettingInFlags & 1) == 0){ + if(IsDoorClosed(DOOR_FRONT_LEFT)){ + m_nBusDoorTimerEnd = CTimer::GetTimeInMilliseconds(); + OpenDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT, 0.0f); + }else{ + OpenDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT, + 1.0f - (CTimer::GetTimeInMilliseconds() - (m_nBusDoorTimerEnd-500))/500.0f); + } + } + + if(!IsDoorMissing(DOOR_FRONT_RIGHT) && (m_nGettingInFlags & 4) == 0){ + if(IsDoorClosed(DOOR_FRONT_RIGHT)){ + m_nBusDoorTimerEnd = CTimer::GetTimeInMilliseconds(); + OpenDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT, 0.0f); + }else{ + OpenDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT, + 1.0f - (CTimer::GetTimeInMilliseconds() - (m_nBusDoorTimerEnd-500))/500.0f); + } + } + } + }else{ + // ended + if(m_nBusDoorTimerStart){ + if(!IsDoorMissing(DOOR_FRONT_LEFT) && (m_nGettingInFlags & 1) == 0) + OpenDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT, 0.0f); + if(!IsDoorMissing(DOOR_FRONT_RIGHT) && (m_nGettingInFlags & 4) == 0) + OpenDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT, 0.0f); + m_nBusDoorTimerStart = 0; + m_nBusDoorTimerEnd = 0; + } + } +} + +void +CAutomobile::ProcessSwingingDoor(int32 component, eDoors door) +{ + if(Damage.GetDoorStatus(door) != DOOR_STATUS_SWINGING) + return; + + CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component])); + CVector pos = mat.GetPosition(); + float axes[3] = { 0.0f, 0.0f, 0.0f }; + + Doors[door].Process(this); + axes[Doors[door].m_nAxis] = Doors[door].m_fAngle; + mat.SetRotate(axes[0], axes[1], axes[2]); + mat.Translate(pos); + mat.UpdateRW(); +} + +void +CAutomobile::Fix(void) +{ + int component; + + Damage.ResetDamageStatus(); + + 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); + } + + bIsDamaged = false; + RpClumpForAllAtomics((RpClump*)m_rwObject, CVehicleModelInfo::HideAllComponentsAtomicCB, (void*)ATOMIC_FLAG_DAM); + + for(component = CAR_BUMP_FRONT; component < NUM_CAR_NODES; component++){ + if(m_aCarNodes[component]){ + CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component])); + mat.SetTranslate(mat.GetPosition()); + mat.UpdateRW(); + } + } +} + +void +CAutomobile::SetupDamageAfterLoad(void) +{ + if(m_aCarNodes[CAR_BUMP_FRONT]) + SetBumperDamage(CAR_BUMP_FRONT, VEHBUMPER_FRONT); + if(m_aCarNodes[CAR_BONNET]) + SetDoorDamage(CAR_BONNET, DOOR_BONNET); + if(m_aCarNodes[CAR_BUMP_REAR]) + SetBumperDamage(CAR_BUMP_REAR, VEHBUMPER_REAR); + if(m_aCarNodes[CAR_BOOT]) + SetDoorDamage(CAR_BOOT, DOOR_BOOT); + if(m_aCarNodes[CAR_DOOR_LF]) + SetDoorDamage(CAR_DOOR_LF, DOOR_FRONT_LEFT); + if(m_aCarNodes[CAR_DOOR_RF]) + SetDoorDamage(CAR_DOOR_RF, DOOR_FRONT_RIGHT); + if(m_aCarNodes[CAR_DOOR_LR]) + SetDoorDamage(CAR_DOOR_LR, DOOR_REAR_LEFT); + if(m_aCarNodes[CAR_DOOR_RR]) + SetDoorDamage(CAR_DOOR_RR, DOOR_REAR_RIGHT); + if(m_aCarNodes[CAR_WING_LF]) + SetPanelDamage(CAR_WING_LF, VEHPANEL_FRONT_LEFT); + if(m_aCarNodes[CAR_WING_RF]) + SetPanelDamage(CAR_WING_RF, VEHPANEL_FRONT_RIGHT); + if(m_aCarNodes[CAR_WING_LR]) + SetPanelDamage(CAR_WING_LR, VEHPANEL_REAR_LEFT); + if(m_aCarNodes[CAR_WING_RR]) + SetPanelDamage(CAR_WING_RR, VEHPANEL_REAR_RIGHT); +} + +RwObject* +GetCurrentAtomicObjectCB(RwObject *object, void *data) +{ + RpAtomic *atomic = (RpAtomic*)object; + assert(RwObjectGetType(object) == rpATOMIC); + if(RpAtomicGetFlags(atomic) & rpATOMICRENDER) + *(RpAtomic**)data = atomic; + return object; +} + +CColPoint aTempPedColPts[32]; // this name doesn't make any sense + +CObject* +CAutomobile::SpawnFlyingComponent(int32 component, uint32 type) +{ + RpAtomic *atomic; + RwFrame *frame; + RwMatrix *matrix; + CObject *obj; + + if(CObject::nNoTempObjects >= NUMTEMPOBJECTS) + return nil; + + atomic = nil; + RwFrameForAllObjects(m_aCarNodes[component], GetCurrentAtomicObjectCB, &atomic); + if(atomic == nil) + return nil; + + obj = new CObject; + if(obj == nil) + return nil; + + if(component == CAR_WINDSCREEN){ + obj->SetModelIndexNoCreate(MI_CAR_BONNET); + }else switch(type){ + case COMPGROUP_BUMPER: + obj->SetModelIndexNoCreate(MI_CAR_BUMPER); + break; + case COMPGROUP_WHEEL: + obj->SetModelIndexNoCreate(MI_CAR_WHEEL); + break; + case COMPGROUP_DOOR: + obj->SetModelIndexNoCreate(MI_CAR_DOOR); + obj->SetCenterOfMass(0.0f, -0.5f, 0.0f); + break; + case COMPGROUP_BONNET: + obj->SetModelIndexNoCreate(MI_CAR_BONNET); + obj->SetCenterOfMass(0.0f, 0.4f, 0.0f); + break; + case COMPGROUP_BOOT: + obj->SetModelIndexNoCreate(MI_CAR_BOOT); + obj->SetCenterOfMass(0.0f, -0.3f, 0.0f); + break; + case COMPGROUP_PANEL: + default: + obj->SetModelIndexNoCreate(MI_CAR_PANEL); + break; + } + + // object needs base model + obj->RefModelInfo(GetModelIndex()); + + // create new atomic + matrix = RwFrameGetLTM(m_aCarNodes[component]); + frame = RwFrameCreate(); + atomic = RpAtomicClone(atomic); + *RwFrameGetMatrix(frame) = *matrix; + RpAtomicSetFrame(atomic, frame); + CVisibilityPlugins::SetAtomicRenderCallback(atomic, nil); + obj->AttachToRwObject((RwObject*)atomic); + + // init object + obj->m_fMass = 10.0f; + obj->m_fTurnMass = 25.0f; + obj->m_fAirResistance = 0.97f; + obj->m_fElasticity = 0.1f; + obj->m_fBuoyancy = obj->m_fMass*GRAVITY/0.75f; + obj->ObjectCreatedBy = TEMP_OBJECT; + obj->bIsStatic = false; + obj->bIsPickup = false; + obj->bUseVehicleColours = true; + obj->m_colour1 = m_currentColour1; + obj->m_colour2 = m_currentColour2; + + // life time - the more objects the are, the shorter this one will live + CObject::nNoTempObjects++; + if(CObject::nNoTempObjects > 20) + obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000/5.0f; + else if(CObject::nNoTempObjects > 10) + obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000/2.0f; + else + obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000; + + obj->m_vecMoveSpeed = m_vecMoveSpeed; + if(obj->m_vecMoveSpeed.z > 0.0f){ + obj->m_vecMoveSpeed.z *= 1.5f; + }else if(GetUp().z > 0.0f && + (component == COMPGROUP_BONNET || component == COMPGROUP_BOOT || component == CAR_WINDSCREEN)){ + obj->m_vecMoveSpeed.z *= -1.5f; + obj->m_vecMoveSpeed.z += 0.04f; + }else{ + obj->m_vecMoveSpeed.z *= 0.25f; + } + obj->m_vecMoveSpeed.x *= 0.75f; + obj->m_vecMoveSpeed.y *= 0.75f; + + obj->m_vecTurnSpeed = m_vecTurnSpeed*2.0f; + + // push component away from car + CVector dist = obj->GetPosition() - GetPosition(); + dist.Normalise(); + if(component == COMPGROUP_BONNET || component == COMPGROUP_BOOT || component == CAR_WINDSCREEN){ + // push these up some + dist += GetUp(); + if(GetUp().z > 0.0f){ + // simulate fast upward movement if going fast + float speed = CVector2D(m_vecMoveSpeed).MagnitudeSqr(); + obj->GetPosition() += GetUp()*speed; + } + } + obj->ApplyMoveForce(dist); + + if(type == COMPGROUP_WHEEL){ + obj->m_fTurnMass = 5.0f; + obj->m_vecTurnSpeed.x = 0.5f; + obj->m_fAirResistance = 0.99f; + } + + if(CCollision::ProcessColModels(obj->GetMatrix(), *obj->GetColModel(), + this->GetMatrix(), *this->GetColModel(), + aTempPedColPts, nil, nil) > 0) + obj->m_pCollidingEntity = this; + + if(bRenderScorched) + obj->bRenderScorched = true; + + CWorld::Add(obj); + + return obj; +} + +CObject* +CAutomobile::RemoveBonnetInPedCollision(void) +{ + CObject *obj; + + if(Damage.GetDoorStatus(DOOR_BONNET) != DOOR_STATUS_SWINGING && + Doors[DOOR_BONNET].RetAngleWhenOpen()*0.4f < Doors[DOOR_BONNET].m_fAngle){ + // BUG? why not COMPGROUP_BONNET? + obj = SpawnFlyingComponent(CAR_BONNET, COMPGROUP_DOOR); + // make both doors invisible on car + SetComponentVisibility(m_aCarNodes[CAR_BONNET], ATOMIC_FLAG_NONE); + Damage.SetDoorStatus(DOOR_BONNET, DOOR_STATUS_MISSING); + return obj; + } + return nil; +} + +void +CAutomobile::SetPanelDamage(int32 component, ePanels panel, bool noFlyingComponents) +{ + int status = Damage.GetPanelStatus(panel); + if(m_aCarNodes[component] == nil) + return; + if(status == PANEL_STATUS_SMASHED1){ + // show damaged part + SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_DAM); + }else if(status == PANEL_STATUS_MISSING){ + if(!noFlyingComponents) + SpawnFlyingComponent(component, COMPGROUP_PANEL); + // hide both + SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_NONE); + } +} + +void +CAutomobile::SetBumperDamage(int32 component, ePanels panel, bool noFlyingComponents) +{ + int status = Damage.GetPanelStatus(panel); + if(m_aCarNodes[component] == nil){ + printf("Trying to damage component %d of %s\n", + component, CModelInfo::GetModelInfo(GetModelIndex())->GetName()); + return; + } + if(status == PANEL_STATUS_SMASHED1){ + // show damaged part + SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_DAM); + }else if(status == PANEL_STATUS_MISSING){ + if(!noFlyingComponents) + SpawnFlyingComponent(component, COMPGROUP_BUMPER); + // hide both + SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_NONE); + } +} + +void +CAutomobile::SetDoorDamage(int32 component, eDoors door, bool noFlyingComponents) +{ + int status = Damage.GetDoorStatus(door); + if(m_aCarNodes[component] == nil){ + printf("Trying to damage component %d of %s\n", + component, CModelInfo::GetModelInfo(GetModelIndex())->GetName()); + return; + } + + if(door == DOOR_BOOT && status == DOOR_STATUS_SWINGING && pHandling->Flags & HANDLING_NOSWING_BOOT){ + Damage.SetDoorStatus(DOOR_BOOT, DOOR_STATUS_MISSING); + status = DOOR_STATUS_MISSING; + } + + if(status == DOOR_STATUS_SMASHED){ + // show damaged part + SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_DAM); + }else if(status == DOOR_STATUS_SWINGING){ + // turn off angle cull for swinging doors + RwFrameForAllObjects(m_aCarNodes[component], CVehicleModelInfo::SetAtomicFlagCB, (void*)ATOMIC_FLAG_NOCULL); + }else if(status == DOOR_STATUS_MISSING){ + if(!noFlyingComponents){ + if(door == DOOR_BONNET) + SpawnFlyingComponent(component, COMPGROUP_BONNET); + else if(door == DOOR_BOOT) + SpawnFlyingComponent(component, COMPGROUP_BOOT); + else + SpawnFlyingComponent(component, COMPGROUP_DOOR); + } + // hide both + SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_NONE); + } +} + + +static RwObject* +SetVehicleAtomicVisibilityCB(RwObject *object, void *data) +{ + uint32 flags = (uint32)(uintptr)data; + RpAtomic *atomic = (RpAtomic*)object; + if((CVisibilityPlugins::GetAtomicId(atomic) & (ATOMIC_FLAG_OK|ATOMIC_FLAG_DAM)) == flags) + RpAtomicSetFlags(atomic, rpATOMICRENDER); + else + RpAtomicSetFlags(atomic, 0); + return object; +} + +void +CAutomobile::SetComponentVisibility(RwFrame *frame, uint32 flags) +{ + HideAllComps(); + bIsDamaged = true; + RwFrameForAllObjects(frame, SetVehicleAtomicVisibilityCB, (void*)flags); +} + +void +CAutomobile::SetupModelNodes(void) +{ + int i; + for(i = 0; i < NUM_CAR_NODES; i++) + m_aCarNodes[i] = nil; + CClumpModelInfo::FillFrameArray((RpClump*)m_rwObject, m_aCarNodes); +} + +void +CAutomobile::SetTaxiLight(bool light) +{ + bTaxiLight = light; +} + +bool +CAutomobile::GetAllWheelsOffGround(void) +{ + return m_nDriveWheelsOnGround == 0; +} + +void +CAutomobile::HideAllComps(void) +{ + // empty +} + +void +CAutomobile::ShowAllComps(void) +{ + // empty +} + +void +CAutomobile::ReduceHornCounter(void) +{ + if(m_nCarHornTimer != 0) + m_nCarHornTimer--; +} + +void +CAutomobile::SetAllTaxiLights(bool set) +{ + m_sAllTaxiLights = set; +} + +class CAutomobile_ : public CAutomobile +{ +public: + void ctor(int32 id, uint8 CreatedBy) { ::new (this) CAutomobile(id, CreatedBy); } + void dtor() { CAutomobile::~CAutomobile(); } + void SetModelIndex_(uint32 id) { CAutomobile::SetModelIndex(id); } + void ProcessControl_(void) { CAutomobile::ProcessControl(); } + void Teleport_(CVector v) { CAutomobile::Teleport(v); } + void PreRender_(void) { CAutomobile::PreRender(); } + void Render_(void) { CAutomobile::Render(); } + + int32 ProcessEntityCollision_(CEntity *ent, CColPoint *colpoints){ return CAutomobile::ProcessEntityCollision(ent, colpoints); } + + 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); } + void OpenDoor_(int32 component, eDoors door, float ratio) { CAutomobile::OpenDoor(component, door, ratio); } + void ProcessOpenDoor_(uint32 component, uint32 anim, float time) { CAutomobile::ProcessOpenDoor(component, anim, time); } + bool IsDoorReady_(eDoors door) { return CAutomobile::IsDoorReady(door); } + bool IsDoorFullyOpen_(eDoors door) { return CAutomobile::IsDoorFullyOpen(door); } + bool IsDoorClosed_(eDoors door) { return CAutomobile::IsDoorClosed(door); } + bool IsDoorMissing_(eDoors door) { return CAutomobile::IsDoorMissing(door); } + void RemoveRefsToVehicle_(CEntity *ent) { CAutomobile::RemoveRefsToVehicle(ent); } + void BlowUpCar_(CEntity *ent) { CAutomobile::BlowUpCar(ent); } + bool SetUpWheelColModel_(CColModel *colModel) { return CAutomobile::SetUpWheelColModel(colModel); } + void BurstTyre_(uint8 tyre) { CAutomobile::BurstTyre(tyre); } + bool IsRoomForPedToLeaveCar_(uint32 door, CVector *pos) { return CAutomobile::IsRoomForPedToLeaveCar(door, pos); } + float GetHeightAboveRoad_(void) { return CAutomobile::GetHeightAboveRoad(); } + void PlayCarHorn_(void) { CAutomobile::PlayCarHorn(); } +}; + +STARTPATCHES + InjectHook(0x52C6B0, &CAutomobile_::ctor, PATCH_JUMP); + 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(0x539EA0, &CAutomobile_::Render_, PATCH_JUMP); + InjectHook(0x535B40, &CAutomobile_::PreRender_, 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); + InjectHook(0x52E750, &CAutomobile_::OpenDoor_, PATCH_JUMP); + InjectHook(0x52EF10, &CAutomobile_::IsDoorReady_, PATCH_JUMP); + InjectHook(0x52EF90, &CAutomobile_::IsDoorFullyOpen_, PATCH_JUMP); + InjectHook(0x52EFD0, &CAutomobile_::IsDoorClosed_, PATCH_JUMP); + InjectHook(0x52F000, &CAutomobile_::IsDoorMissing_, PATCH_JUMP); + InjectHook(0x53BF40, &CAutomobile_::RemoveRefsToVehicle_, PATCH_JUMP); + InjectHook(0x53BC60, &CAutomobile_::BlowUpCar_, PATCH_JUMP); + InjectHook(0x53BF70, &CAutomobile_::SetUpWheelColModel_, PATCH_JUMP); + InjectHook(0x53C0E0, &CAutomobile_::BurstTyre_, PATCH_JUMP); + InjectHook(0x53C5B0, &CAutomobile_::IsRoomForPedToLeaveCar_, 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(0x535450, &CAutomobile::AddDamagedVehicleParticles, PATCH_JUMP); + InjectHook(0x5357D0, &CAutomobile::AddWheelDirtAndWater, PATCH_JUMP); + InjectHook(0x5353A0, &CAutomobile::ResetSuspension, PATCH_JUMP); + InjectHook(0x52D210, &CAutomobile::SetupSuspensionLines, PATCH_JUMP); + InjectHook(0x53E000, &CAutomobile::BlowUpCarsInPath, PATCH_JUMP); + InjectHook(0x42E220, &CAutomobile::HasCarStoppedBecauseOfLight, PATCH_JUMP); + InjectHook(0x53D320, &CAutomobile::SetBusDoorTimer, PATCH_JUMP); + InjectHook(0x53D370, &CAutomobile::ProcessAutoBusDoors, PATCH_JUMP); + InjectHook(0x535250, &CAutomobile::ProcessSwingingDoor, PATCH_JUMP); + InjectHook(0x53C240, &CAutomobile::Fix, PATCH_JUMP); + InjectHook(0x53C310, &CAutomobile::SetupDamageAfterLoad, PATCH_JUMP); + InjectHook(0x530300, &CAutomobile::SpawnFlyingComponent, PATCH_JUMP); + InjectHook(0x535320, &CAutomobile::RemoveBonnetInPedCollision, PATCH_JUMP); + InjectHook(0x5301A0, &CAutomobile::SetPanelDamage, PATCH_JUMP); + InjectHook(0x530120, &CAutomobile::SetBumperDamage, PATCH_JUMP); + InjectHook(0x530200, &CAutomobile::SetDoorDamage, PATCH_JUMP); + InjectHook(0x5300E0, &CAutomobile::SetComponentVisibility, PATCH_JUMP); + InjectHook(0x52D1B0, &CAutomobile::SetupModelNodes, PATCH_JUMP); + InjectHook(0x53C420, &CAutomobile::SetTaxiLight, PATCH_JUMP); + InjectHook(0x53BC40, &CAutomobile::GetAllWheelsOffGround, PATCH_JUMP); + InjectHook(0x5308C0, &CAutomobile::ReduceHornCounter, PATCH_JUMP); + InjectHook(0x53C440, &CAutomobile::SetAllTaxiLights, PATCH_JUMP); +ENDPATCHES |