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-rw-r--r--src/vehicles/Automobile.cpp.autosave4560
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