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-rw-r--r--src/vehicles/Automobile.cpp366
1 files changed, 357 insertions, 9 deletions
diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp
index 0c4d0ff9..e1484fa4 100644
--- a/src/vehicles/Automobile.cpp
+++ b/src/vehicles/Automobile.cpp
@@ -15,6 +15,7 @@
#include "Explosion.h"
#include "Particle.h"
#include "ParticleObject.h"
+#include "WaterCannon.h"
#include "WaterLevel.h"
#include "Floater.h"
#include "World.h"
@@ -122,7 +123,7 @@ CAutomobile::CAutomobile(int32 id, uint8 CreatedBy)
bNotDamagedUpsideDown = false;
bMoreResistantToDamage = false;
m_fVelocityChangeForAudio = 0.f;
- field_4E2 = 0;
+ m_hydraulicState = 0;
for(i = 0; i < 4; i++){
m_aGroundPhysical[i] = nil;
@@ -205,7 +206,7 @@ CAutomobile::ProcessControl(void)
int i;
CColModel *colModel;
- if(m_veh_flagC80)
+ if(bUseSpecialColModel)
colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel;
else
colModel = GetColModel();
@@ -488,7 +489,7 @@ CAutomobile::ProcessControl(void)
m_aSuspensionSpringRatio[0] < 1.0f &&
CPad::GetPad(0)->HornJustDown()){
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRALIC_1, 0.0f);
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_1, 0.0f);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_JUMP, 1.0f);
CParticle::AddParticle(PARTICLE_ENGINE_STEAM,
@@ -1213,7 +1214,7 @@ CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
if(m_status != STATUS_SIMPLE)
bVehicleColProcessed = true;
- if(m_veh_flagC80)
+ if(bUseSpecialColModel)
colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel;
else
colModel = GetColModel();
@@ -1416,9 +1417,62 @@ CAutomobile::ProcessControlInputs(uint8 pad)
}
}
-WRAPPER void
+void
CAutomobile::FireTruckControl(void)
-{ EAXJMP(0x522590);
+{
+ 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
@@ -1528,13 +1582,307 @@ CAutomobile::TankControl(void)
}
}
-WRAPPER void
+void
CAutomobile::HydraulicControl(void)
-{ EAXJMP(0x52D4E0);
+{
+ 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(!bUseSpecialColModel)
+ 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;
+ bUseSpecialColModel = 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(!bUseSpecialColModel){
+ // Init special col model
+
+ if(playerInfo->m_pVehicleEx && playerInfo->m_pVehicleEx == this)
+ playerInfo->m_pVehicleEx->bUseSpecialColModel = false;
+ playerInfo->m_pVehicleEx = this;
+ playerInfo->m_ColModel = *normalColModel;
+ bUseSpecialColModel = 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)
+CAutomobile::ProcessBuoyancy(void)
{
int i;
CVector impulse, point;