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-rw-r--r--src/control/Script.cpp4
-rw-r--r--src/core/re3.cpp15
-rw-r--r--src/math/Matrix.h148
-rw-r--r--src/math/math.cpp139
-rw-r--r--src/modelinfo/VehicleModelInfo.cpp2
-rw-r--r--src/modelinfo/VehicleModelInfo.h3
-rw-r--r--src/peds/Ped.cpp55
-rw-r--r--src/peds/Ped.h6
-rw-r--r--src/vehicles/Automobile.cpp394
-rw-r--r--src/vehicles/Automobile.h6
-rw-r--r--src/vehicles/DamageManager.h3
-rw-r--r--src/vehicles/Vehicle.cpp2
-rw-r--r--src/vehicles/Vehicle.h9
13 files changed, 612 insertions, 174 deletions
diff --git a/src/control/Script.cpp b/src/control/Script.cpp
index 9dbc8439..b61a466b 100644
--- a/src/control/Script.cpp
+++ b/src/control/Script.cpp
@@ -2430,7 +2430,7 @@ int8 CRunningScript::ProcessCommandsFrom200To299(int32 command)
{
CollectParameters(&m_nIp, 2);
bool value = GetPadState(ScriptParams[0], ScriptParams[1]) != 0;
- if (CGame::playingIntro && ScriptParams[0] && ScriptParams[1] == 12){ /* pad1, start */
+ if (CGame::playingIntro && ScriptParams[0] == 0 && ScriptParams[1] == 12){ /* pad1, start */
if (CPad::GetPad(0)->GetLeftMouseJustDown() ||
CPad::GetPad(0)->GetPadEnterJustDown() ||
CPad::GetPad(0)->GetCharJustDown(' '))
@@ -3169,4 +3169,4 @@ InjectHook(0x439000, &CTheScripts::StartNewScript, PATCH_JUMP);
InjectHook(0x439040, &CTheScripts::Process, PATCH_JUMP);
InjectHook(0x439400, &CTheScripts::StartTestScript, PATCH_JUMP);
InjectHook(0x439410, &CTheScripts::IsPlayerOnAMission, PATCH_JUMP);
-ENDPATCHES \ No newline at end of file
+ENDPATCHES
diff --git a/src/core/re3.cpp b/src/core/re3.cpp
index c2787bc3..35b3cfa4 100644
--- a/src/core/re3.cpp
+++ b/src/core/re3.cpp
@@ -150,6 +150,18 @@ FixCar(void)
((CAutomobile*)veh)->Fix();
}
+static int engineStatus;
+static void
+SetEngineStatus(void)
+{
+ CVehicle *veh = FindPlayerVehicle();
+ if(veh == nil)
+ return;
+ if(!veh->IsCar())
+ return;
+ ((CAutomobile*)veh)->Damage.SetEngineStatus(engineStatus);
+}
+
static void
ToggleComedy(void)
{
@@ -300,7 +312,8 @@ DebugMenuPopulate(void)
DebugMenuAddCmd("Spawn", "Spawn Rhino", [](){ SpawnCar(MI_RHINO); });
DebugMenuAddCmd("Spawn", "Spawn Firetruck", [](){ SpawnCar(MI_FIRETRUCK); });
-
+ DebugMenuAddVar("Debug", "Engine Status", &engineStatus, nil, 1, 0, 226, nil);
+ DebugMenuAddCmd("Debug", "Set Engine Status", SetEngineStatus);
DebugMenuAddCmd("Debug", "Fix Car", FixCar);
DebugMenuAddCmd("Debug", "Toggle Comedy Controls", ToggleComedy);
DebugMenuAddCmd("Debug", "Place Car on Road", PlaceOnRoad);
diff --git a/src/math/Matrix.h b/src/math/Matrix.h
index 05a6eb03..bfe85afa 100644
--- a/src/math/Matrix.h
+++ b/src/math/Matrix.h
@@ -125,6 +125,24 @@ public:
m_matrix.pos.y = 0.0f;
m_matrix.pos.z = 0.0f;
}
+ void Scale(float scale)
+ {
+ // GTA treats this as 4x4 floats
+ m_matrix.right.x *= scale;
+ m_matrix.right.y *= scale;
+ m_matrix.right.z *= scale;
+ m_matrix.up.x *= scale;
+ m_matrix.up.y *= scale;
+ m_matrix.up.z *= scale;
+ m_matrix.at.x *= scale;
+ m_matrix.at.y *= scale;
+ m_matrix.at.z *= scale;
+ m_matrix.pos.x *= scale;
+ m_matrix.pos.y *= scale;
+ m_matrix.pos.z *= scale;
+ m_matrix.flags = 0;
+ }
+
void SetRotateXOnly(float angle){
float c = Cos(angle);
@@ -192,40 +210,10 @@ public:
m_matrix.pos.y = 0.0f;
m_matrix.pos.z = 0.0f;
}
- void SetRotate(float xAngle, float yAngle, float zAngle) {
- float cX = Cos(xAngle);
- float sX = Sin(xAngle);
- float cY = Cos(yAngle);
- float sY = Sin(yAngle);
- float cZ = Cos(zAngle);
- float sZ = Sin(zAngle);
-
- m_matrix.right.x = cZ * cY - (sZ * sX) * sY;
- m_matrix.right.y = (cZ * sX) * sY + sZ * cY;
- m_matrix.right.z = -cX * sY;
+ void SetRotate(float xAngle, float yAngle, float zAngle);
+ void Rotate(float x, float y, float z);
- m_matrix.up.x = -sZ * cX;
- m_matrix.up.y = cZ * cX;
- m_matrix.up.z = sX;
-
- m_matrix.at.x = (sZ * sX) * cY + cZ * sY;
- m_matrix.at.y = sZ * sY - (cZ * sX) * cY;
- m_matrix.at.z = cX * cY;
-
- m_matrix.pos.x = 0.0f;
- m_matrix.pos.y = 0.0f;
- m_matrix.pos.z = 0.0f;
- }
- void Reorthogonalise(void){
- CVector &r = GetRight();
- CVector &f = GetForward();
- CVector &u = GetUp();
- u = CrossProduct(r, f);
- u.Normalise();
- r = CrossProduct(f, u);
- r.Normalise();
- f = CrossProduct(u, r);
- }
+ void Reorthogonalise(void);
void CopyOnlyMatrix(CMatrix *other){
m_matrix = other->m_matrix;
}
@@ -245,35 +233,13 @@ public:
}
};
-inline CMatrix&
-Invert(const CMatrix &src, CMatrix &dst)
-{
- // GTA handles this as a raw 4x4 orthonormal matrix
- // and trashes the RW flags, let's not do that
- // actual copy of librw code:
- RwMatrix *d = &dst.m_matrix;
- const RwMatrix *s = &src.m_matrix;
- d->right.x = s->right.x;
- d->right.y = s->up.x;
- d->right.z = s->at.x;
- d->up.x = s->right.y;
- d->up.y = s->up.y;
- d->up.z = s->at.y;
- d->at.x = s->right.z;
- d->at.y = s->up.z;
- d->at.z = s->at.z;
- d->pos.x = -(s->pos.x*s->right.x +
- s->pos.y*s->right.y +
- s->pos.z*s->right.z);
- d->pos.y = -(s->pos.x*s->up.x +
- s->pos.y*s->up.y +
- s->pos.z*s->up.z);
- d->pos.z = -(s->pos.x*s->at.x +
- s->pos.y*s->at.y +
- s->pos.z*s->at.z);
- d->flags = rwMATRIXTYPEORTHONORMAL;
- return dst;
-}
+
+CMatrix &Invert(const CMatrix &src, CMatrix &dst);
+CVector operator*(const CMatrix &mat, const CVector &vec);
+CMatrix operator*(const CMatrix &m1, const CMatrix &m2);
+CVector MultiplyInverse(const CMatrix &mat, const CVector &vec);
+CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
+CVector Multiply3x3(const CVector &vec, const CMatrix &mat);
inline CMatrix
Invert(const CMatrix &matrix)
@@ -282,64 +248,6 @@ Invert(const CMatrix &matrix)
return Invert(matrix, inv);
}
-inline CVector
-operator*(const CMatrix &mat, const CVector &vec)
-{
- return CVector(
- mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z + mat.m_matrix.pos.x,
- mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z + mat.m_matrix.pos.y,
- mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z + mat.m_matrix.pos.z);
-}
-
-inline CMatrix
-operator*(const CMatrix &m1, const CMatrix &m2)
-{
- CMatrix out;
- RwMatrix *dst = &out.m_matrix;
- const RwMatrix *src1 = &m1.m_matrix;
- const RwMatrix *src2 = &m2.m_matrix;
- dst->right.x = src1->right.x*src2->right.x + src1->up.x*src2->right.y + src1->at.x*src2->right.z;
- dst->right.y = src1->right.y*src2->right.x + src1->up.y*src2->right.y + src1->at.y*src2->right.z;
- dst->right.z = src1->right.z*src2->right.x + src1->up.z*src2->right.y + src1->at.z*src2->right.z;
- dst->up.x = src1->right.x*src2->up.x + src1->up.x*src2->up.y + src1->at.x*src2->up.z;
- dst->up.y = src1->right.y*src2->up.x + src1->up.y*src2->up.y + src1->at.y*src2->up.z;
- dst->up.z = src1->right.z*src2->up.x + src1->up.z*src2->up.y + src1->at.z*src2->up.z;
- dst->at.x = src1->right.x*src2->at.x + src1->up.x*src2->at.y + src1->at.x*src2->at.z;
- dst->at.y = src1->right.y*src2->at.x + src1->up.y*src2->at.y + src1->at.y*src2->at.z;
- dst->at.z = src1->right.z*src2->at.x + src1->up.z*src2->at.y + src1->at.z*src2->at.z;
- dst->pos.x = src1->right.x*src2->pos.x + src1->up.x*src2->pos.y + src1->at.x*src2->pos.z + src1->pos.x;
- dst->pos.y = src1->right.y*src2->pos.x + src1->up.y*src2->pos.y + src1->at.y*src2->pos.z + src1->pos.y;
- dst->pos.z = src1->right.z*src2->pos.x + src1->up.z*src2->pos.y + src1->at.z*src2->pos.z + src1->pos.z;
- return out;
-}
-
-inline CVector
-MultiplyInverse(const CMatrix &mat, const CVector &vec)
-{
- CVector v(vec.x - mat.m_matrix.pos.x, vec.y - mat.m_matrix.pos.y, vec.z - mat.m_matrix.pos.z);
- return CVector(
- mat.m_matrix.right.x * v.x + mat.m_matrix.right.y * v.y + mat.m_matrix.right.z * v.z,
- mat.m_matrix.up.x * v.x + mat.m_matrix.up.y * v.y + mat.m_matrix.up.z * v.z,
- mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z);
-}
-
-inline CVector
-Multiply3x3(const CMatrix &mat, const CVector &vec)
-{
- return CVector(
- mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z,
- mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z,
- mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z);
-}
-
-inline CVector
-Multiply3x3(const CVector &vec, const CMatrix &mat)
-{
- return CVector(
- mat.m_matrix.right.x * vec.x + mat.m_matrix.right.y * vec.y + mat.m_matrix.right.z * vec.z,
- mat.m_matrix.up.x * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.up.z * vec.z,
- mat.m_matrix.at.x * vec.x + mat.m_matrix.at.y * vec.y + mat.m_matrix.at.z * vec.z);
-}
class CCompressedMatrixNotAligned
{
diff --git a/src/math/math.cpp b/src/math/math.cpp
index c1199fcc..e8b7d933 100644
--- a/src/math/math.cpp
+++ b/src/math/math.cpp
@@ -5,6 +5,145 @@
// TODO: move more stuff into here
void
+CMatrix::SetRotate(float xAngle, float yAngle, float zAngle)
+{
+ float cX = Cos(xAngle);
+ float sX = Sin(xAngle);
+ float cY = Cos(yAngle);
+ float sY = Sin(yAngle);
+ float cZ = Cos(zAngle);
+ float sZ = Sin(zAngle);
+
+ m_matrix.right.x = cZ * cY - (sZ * sX) * sY;
+ m_matrix.right.y = (cZ * sX) * sY + sZ * cY;
+ m_matrix.right.z = -cX * sY;
+
+ m_matrix.up.x = -sZ * cX;
+ m_matrix.up.y = cZ * cX;
+ m_matrix.up.z = sX;
+
+ m_matrix.at.x = (sZ * sX) * cY + cZ * sY;
+ m_matrix.at.y = sZ * sY - (cZ * sX) * cY;
+ m_matrix.at.z = cX * cY;
+
+ m_matrix.pos.x = 0.0f;
+ m_matrix.pos.y = 0.0f;
+ m_matrix.pos.z = 0.0f;
+}
+
+void
+CMatrix::Rotate(float x, float y, float z)
+{
+ // TODO? do this directly without creating another matrix
+ CMatrix rot;
+ rot.SetRotate(x, y, z);
+ *this = rot * *this;
+}
+
+void
+CMatrix::Reorthogonalise(void)
+{
+ CVector &r = GetRight();
+ CVector &f = GetForward();
+ CVector &u = GetUp();
+ u = CrossProduct(r, f);
+ u.Normalise();
+ r = CrossProduct(f, u);
+ r.Normalise();
+ f = CrossProduct(u, r);
+}
+
+CMatrix&
+Invert(const CMatrix &src, CMatrix &dst)
+{
+ // GTA handles this as a raw 4x4 orthonormal matrix
+ // and trashes the RW flags, let's not do that
+ // actual copy of librw code:
+ RwMatrix *d = &dst.m_matrix;
+ const RwMatrix *s = &src.m_matrix;
+ d->right.x = s->right.x;
+ d->right.y = s->up.x;
+ d->right.z = s->at.x;
+ d->up.x = s->right.y;
+ d->up.y = s->up.y;
+ d->up.z = s->at.y;
+ d->at.x = s->right.z;
+ d->at.y = s->up.z;
+ d->at.z = s->at.z;
+ d->pos.x = -(s->pos.x*s->right.x +
+ s->pos.y*s->right.y +
+ s->pos.z*s->right.z);
+ d->pos.y = -(s->pos.x*s->up.x +
+ s->pos.y*s->up.y +
+ s->pos.z*s->up.z);
+ d->pos.z = -(s->pos.x*s->at.x +
+ s->pos.y*s->at.y +
+ s->pos.z*s->at.z);
+ d->flags = rwMATRIXTYPEORTHONORMAL;
+ return dst;
+}
+
+CVector
+operator*(const CMatrix &mat, const CVector &vec)
+{
+ return CVector(
+ mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z + mat.m_matrix.pos.x,
+ mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z + mat.m_matrix.pos.y,
+ mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z + mat.m_matrix.pos.z);
+}
+
+CMatrix
+operator*(const CMatrix &m1, const CMatrix &m2)
+{
+ CMatrix out;
+ RwMatrix *dst = &out.m_matrix;
+ const RwMatrix *src1 = &m1.m_matrix;
+ const RwMatrix *src2 = &m2.m_matrix;
+ dst->right.x = src1->right.x*src2->right.x + src1->up.x*src2->right.y + src1->at.x*src2->right.z;
+ dst->right.y = src1->right.y*src2->right.x + src1->up.y*src2->right.y + src1->at.y*src2->right.z;
+ dst->right.z = src1->right.z*src2->right.x + src1->up.z*src2->right.y + src1->at.z*src2->right.z;
+ dst->up.x = src1->right.x*src2->up.x + src1->up.x*src2->up.y + src1->at.x*src2->up.z;
+ dst->up.y = src1->right.y*src2->up.x + src1->up.y*src2->up.y + src1->at.y*src2->up.z;
+ dst->up.z = src1->right.z*src2->up.x + src1->up.z*src2->up.y + src1->at.z*src2->up.z;
+ dst->at.x = src1->right.x*src2->at.x + src1->up.x*src2->at.y + src1->at.x*src2->at.z;
+ dst->at.y = src1->right.y*src2->at.x + src1->up.y*src2->at.y + src1->at.y*src2->at.z;
+ dst->at.z = src1->right.z*src2->at.x + src1->up.z*src2->at.y + src1->at.z*src2->at.z;
+ dst->pos.x = src1->right.x*src2->pos.x + src1->up.x*src2->pos.y + src1->at.x*src2->pos.z + src1->pos.x;
+ dst->pos.y = src1->right.y*src2->pos.x + src1->up.y*src2->pos.y + src1->at.y*src2->pos.z + src1->pos.y;
+ dst->pos.z = src1->right.z*src2->pos.x + src1->up.z*src2->pos.y + src1->at.z*src2->pos.z + src1->pos.z;
+ return out;
+}
+
+CVector
+MultiplyInverse(const CMatrix &mat, const CVector &vec)
+{
+ CVector v(vec.x - mat.m_matrix.pos.x, vec.y - mat.m_matrix.pos.y, vec.z - mat.m_matrix.pos.z);
+ return CVector(
+ mat.m_matrix.right.x * v.x + mat.m_matrix.right.y * v.y + mat.m_matrix.right.z * v.z,
+ mat.m_matrix.up.x * v.x + mat.m_matrix.up.y * v.y + mat.m_matrix.up.z * v.z,
+ mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z);
+}
+
+CVector
+Multiply3x3(const CMatrix &mat, const CVector &vec)
+{
+ return CVector(
+ mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z,
+ mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z,
+ mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z);
+}
+
+CVector
+Multiply3x3(const CVector &vec, const CMatrix &mat)
+{
+ return CVector(
+ mat.m_matrix.right.x * vec.x + mat.m_matrix.right.y * vec.y + mat.m_matrix.right.z * vec.z,
+ mat.m_matrix.up.x * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.up.z * vec.z,
+ mat.m_matrix.at.x * vec.x + mat.m_matrix.at.y * vec.y + mat.m_matrix.at.z * vec.z);
+}
+
+
+void
CQuaternion::Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, float invSin, float t)
{
if(theta == 0.0f)
diff --git a/src/modelinfo/VehicleModelInfo.cpp b/src/modelinfo/VehicleModelInfo.cpp
index 9b2924e9..33e7195b 100644
--- a/src/modelinfo/VehicleModelInfo.cpp
+++ b/src/modelinfo/VehicleModelInfo.cpp
@@ -79,7 +79,7 @@ RwObjectNameIdAssocation boatIds[] = {
{ "boat_moving_hi", 1, VEHICLE_FLAG_COLLAPSE },
{ "boat_rudder_hi", 3, VEHICLE_FLAG_COLLAPSE },
{ "windscreen", 2, VEHICLE_FLAG_WINDSCREEN | VEHICLE_FLAG_COLLAPSE },
- { "ped_frontseat", 0, VEHICLE_FLAG_POS | CLUMP_FLAG_NO_HIERID },
+ { "ped_frontseat", BOAT_POS_FRONTSEAT, VEHICLE_FLAG_POS | CLUMP_FLAG_NO_HIERID },
{ nil, 0, 0 }
};
diff --git a/src/modelinfo/VehicleModelInfo.h b/src/modelinfo/VehicleModelInfo.h
index 37f47489..b5399d44 100644
--- a/src/modelinfo/VehicleModelInfo.h
+++ b/src/modelinfo/VehicleModelInfo.h
@@ -47,9 +47,6 @@ enum {
};
enum {
- VEHICLE_DUMMY_BOAT_RUDDER = 0,
- VEHICLE_DUMMY_FRONT_SEATS = 2,
- VEHICLE_DUMMY_REAR_SEATS = 3,
NUM_VEHICLE_POSITIONS = 10
};
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index 1972396c..c95068d0 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -1456,8 +1456,8 @@ CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
ped->m_ped_flagI4 = false;
}
-void
-CPed::GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult)
+CVector
+CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult)
{
CVehicleModelInfo *vehModel;
CVector vehDoorPos;
@@ -1465,7 +1465,7 @@ CPed::GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enter
float seatOffset;
vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(veh->m_modelIndex);
- if (veh->bIsVan && (enterType == CAR_DOOR_LR || enterType == CAR_DOOR_RR)) {
+ if (veh->bIsVan && (component == CAR_DOOR_LR || component == CAR_DOOR_RR)) {
seatOffset = 0.0f;
vehDoorOffset = offsetToOpenVanDoor;
} else {
@@ -1477,63 +1477,63 @@ CPed::GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enter
}
}
- switch (enterType) {
+ switch (component) {
case CAR_DOOR_RF:
if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
- vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_BOAT_RUDDER];
+ vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
else
- vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_FRONT_SEATS];
+ vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
vehDoorPos.x += seatOffset;
vehDoorOffset.x = -vehDoorOffset.x;
break;
case CAR_DOOR_RR:
- vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_REAR_SEATS];
+ vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
vehDoorPos.x += seatOffset;
vehDoorOffset.x = -vehDoorOffset.x;
break;
case CAR_DOOR_LF:
if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
- vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_BOAT_RUDDER];
+ vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
else
- vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_FRONT_SEATS];
+ vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
vehDoorPos.x = -(vehDoorPos.x + seatOffset);
break;
case CAR_DOOR_LR:
- vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_REAR_SEATS];
+ vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
vehDoorPos.x = -(vehDoorPos.x + seatOffset);
break;
default:
if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
- vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_BOAT_RUDDER];
+ vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
else
- vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_FRONT_SEATS];
+ vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
vehDoorOffset = CVector(0.0f, 0.0f, 0.0f);
}
- *output = vehDoorPos - vehDoorOffset;
+ return vehDoorPos - vehDoorOffset;
}
// This function was mostly duplicate of GetLocalPositionToOpenCarDoor, so I've used it.
-void
-CPed::GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType)
+CVector
+CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component)
{
CVector localPos;
CVector vehDoorPos;
- GetLocalPositionToOpenCarDoor(&localPos, veh, enterType, 1.0f);
+ localPos = GetLocalPositionToOpenCarDoor(veh, component, 1.0f);
vehDoorPos = Multiply3x3(veh->GetMatrix(), localPos) + veh->GetPosition();
/*
// Not used.
CVector localVehDoorOffset;
- if (veh->bIsVan && (enterType == VEHICLE_ENTER_REAR_LEFT || enterType == VEHICLE_ENTER_REAR_RIGHT)) {
+ if (veh->bIsVan && (component == VEHICLE_ENTER_REAR_LEFT || component == VEHICLE_ENTER_REAR_RIGHT)) {
localVehDoorOffset = offsetToOpenVanDoor;
} else {
if (veh->bIsLow) {
@@ -1545,19 +1545,18 @@ CPed::GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType)
vehDoorPosWithoutOffset = Multiply3x3(veh->GetMatrix(), localPos + localVehDoorOffset) + veh->GetPosition();
*/
- *output = vehDoorPos;
+ return vehDoorPos;
}
-void
-CPed::GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset)
+CVector
+CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset)
{
CVector doorPos;
CMatrix vehMat(veh->GetMatrix());
- GetLocalPositionToOpenCarDoor(output, veh, enterType, offset);
- doorPos = Multiply3x3(vehMat, *output);
+ doorPos = Multiply3x3(vehMat, GetLocalPositionToOpenCarDoor(veh, component, offset));
- *output = veh->GetPosition() + doorPos;
+ return veh->GetPosition() + doorPos;
}
void
@@ -1678,7 +1677,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
if (phase == LINE_UP_TO_CAR_2) {
neededPos = GetPosition();
} else {
- GetPositionToOpenCarDoor(&neededPos, veh, m_vehEnterType, seatPosMult);
+ neededPos = GetPositionToOpenCarDoor(veh, m_vehEnterType, seatPosMult);
}
CVector autoZPos = neededPos;
@@ -1776,11 +1775,9 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
// It will be all 0 after rotate.
GetPosition() = neededPos;
} else {
- CVector output;
CMatrix vehDoorMat(veh->GetMatrix());
- GetLocalPositionToOpenCarDoor(&output, veh, m_vehEnterType, 0.0f);
- vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, output);
+ vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, GetLocalPositionToOpenCarDoor(veh, m_vehEnterType, 0.0f));
GetMatrix() = vehDoorMat;
}
@@ -4822,8 +4819,8 @@ STARTPATCHES
InjectHook(0x4CF000, &CPed::PedSetDraggedOutCarCB, PATCH_JUMP);
InjectHook(0x4C5D80, &CPed::RestartNonPartialAnims, PATCH_JUMP);
InjectHook(0x4E4730, &CPed::GetLocalPositionToOpenCarDoor, PATCH_JUMP);
- InjectHook(0x4E4660, (void (*)(CVector*, CVehicle*, uint32, float)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP);
- InjectHook(0x4E1A30, (void (*)(CVector*, CVehicle*, uint32)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP);
+ InjectHook(0x4E4660, (CVector (*)(CVehicle*, uint32, float)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP);
+ InjectHook(0x4E1A30, (CVector (*)(CVehicle*, uint32)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP);
InjectHook(0x4DF940, &CPed::LineUpPedWithCar, PATCH_JUMP);
InjectHook(0x4CC6C0, &CPed::PlayFootSteps, PATCH_JUMP);
InjectHook(0x4C5350, &CPed::BuildPedLists, PATCH_JUMP);
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
index 2ef0ebd1..be7442b0 100644
--- a/src/peds/Ped.h
+++ b/src/peds/Ped.h
@@ -558,9 +558,9 @@ public:
void SetFall(int, AnimationId, uint8);
// Static methods
- static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
- static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult);
- static void GetPositionToOpenCarDoor(CVector* output, CVehicle* veh, uint32 enterType);
+ static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
+ static CVector GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult);
+ static CVector GetPositionToOpenCarDoor(CVehicle* veh, uint32 component);
// Callbacks
static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp
index e1484fa4..50010d3c 100644
--- a/src/vehicles/Automobile.cpp
+++ b/src/vehicles/Automobile.cpp
@@ -20,6 +20,7 @@
#include "Floater.h"
#include "World.h"
#include "SurfaceTable.h"
+#include "Weather.h"
#include "HandlingMgr.h"
#include "Record.h"
#include "Remote.h"
@@ -167,7 +168,7 @@ CAutomobile::CAutomobile(int32 id, uint8 CreatedBy)
m_fCarGunLR = 0.0f;
m_fCarGunUD = 0.05f;
- m_fWindScreenRotation = 0.0f;
+ m_fPropellerRotation = 0.0f;
m_weaponDoorTimerLeft = 0.0f;
m_weaponDoorTimerRight = m_weaponDoorTimerLeft;
@@ -206,7 +207,7 @@ CAutomobile::ProcessControl(void)
int i;
CColModel *colModel;
- if(bUseSpecialColModel)
+ if(bUsingSpecialColModel)
colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel;
else
colModel = GetColModel();
@@ -1202,8 +1203,216 @@ CAutomobile::Teleport(CVector pos)
}
WRAPPER void CAutomobile::PreRender(void) { EAXJMP(0x535B40); }
-WRAPPER void CAutomobile::Render(void) { EAXJMP(0x539EA0); }
+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)
@@ -1214,7 +1423,7 @@ CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
if(m_status != STATUS_SIMPLE)
bVehicleColProcessed = true;
- if(bUseSpecialColModel)
+ if(bUsingSpecialColModel)
colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel;
else
colModel = GetColModel();
@@ -1596,7 +1805,7 @@ CAutomobile::HydraulicControl(void)
if(m_status != STATUS_PLAYER){
// reset hydraulics for non-player cars
- if(!bUseSpecialColModel)
+ if(!bUsingSpecialColModel)
return;
if(specialColModel != nil) // this is always true
for(i = 0; i < 4; i++)
@@ -1616,7 +1825,7 @@ CAutomobile::HydraulicControl(void)
if(playerInfo->m_pVehicleEx == this)
playerInfo->m_pVehicleEx = nil;
- bUseSpecialColModel = false;
+ bUsingSpecialColModel = false;
m_hydraulicState = 0;
return;
}
@@ -1630,14 +1839,14 @@ CAutomobile::HydraulicControl(void)
float extendedLowerLimit = normalLowerLimit - 0.2f;
float extendedSpringLength = extendedUpperLimit - extendedLowerLimit;
- if(!bUseSpecialColModel){
+ if(!bUsingSpecialColModel){
// Init special col model
if(playerInfo->m_pVehicleEx && playerInfo->m_pVehicleEx == this)
- playerInfo->m_pVehicleEx->bUseSpecialColModel = false;
+ playerInfo->m_pVehicleEx->bUsingSpecialColModel = false;
playerInfo->m_pVehicleEx = this;
playerInfo->m_ColModel = *normalColModel;
- bUseSpecialColModel = true;
+ bUsingSpecialColModel = true;
specialColModel = &playerInfo->m_ColModel;
if(m_fVelocityChangeForAudio > 0.1f)
@@ -2467,6 +2676,110 @@ CAutomobile::dmgDrawCarCollidingParticles(const CVector &pos, float amount)
}
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);
+ }
+}
+
+void
+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;
+
+ 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);
+ }
+ break;
+ 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);
+ }
+ break;
+ 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);
+ }
+ break;
+ 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);
+ break;
+ }
+}
+
+void
CAutomobile::GetComponentWorldPosition(int32 component, CVector &pos)
{
if(m_aCarNodes[component] == nil){
@@ -2824,7 +3137,64 @@ CAutomobile::BurstTyre(uint8 wheel)
}
}
-WRAPPER bool CAutomobile::IsRoomForPedToLeaveCar(uint32, CVector *) { EAXJMP(0x53C5B0); }
+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[IsBoat() ? BOAT_POS_FRONTSEAT : CAR_POS_FRONTSEAT];
+ break;
+ case CAR_DOOR_LF:
+ seatPos = mi->m_positions[IsBoat() ? 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)
@@ -3438,6 +3808,7 @@ STARTPATCHES
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(0x53B270, &CAutomobile_::ProcessEntityCollision_, PATCH_JUMP);
InjectHook(0x53B660, &CAutomobile_::ProcessControlInputs_, PATCH_JUMP);
InjectHook(0x52E5F0, &CAutomobile_::GetComponentWorldPosition_, PATCH_JUMP);
@@ -3452,10 +3823,13 @@ STARTPATCHES
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);
diff --git a/src/vehicles/Automobile.h b/src/vehicles/Automobile.h
index 81b02634..618ad079 100644
--- a/src/vehicles/Automobile.h
+++ b/src/vehicles/Automobile.h
@@ -71,7 +71,7 @@ public:
float m_weaponDoorTimerRight;
float m_fCarGunLR;
float m_fCarGunUD;
- float m_fWindScreenRotation;
+ float m_fPropellerRotation;
uint8 stuff4[4];
uint8 m_nWheelsOnGround;
uint8 m_nDriveWheelsOnGround;
@@ -108,7 +108,7 @@ public:
void BlowUpCar(CEntity *ent);
bool SetUpWheelColModel(CColModel *colModel);
void BurstTyre(uint8 tyre);
- bool IsRoomForPedToLeaveCar(uint32, CVector *);
+ bool IsRoomForPedToLeaveCar(uint32 component, CVector *doorOffset);
float GetHeightAboveRoad(void);
void PlayCarHorn(void);
@@ -122,6 +122,8 @@ public:
int32 RcbanditCheck1CarWheels(CPtrList &list);
void PlaceOnRoadProperly(void);
void dmgDrawCarCollidingParticles(const CVector &pos, float amount);
+ void AddDamagedVehicleParticles(void);
+ void AddWheelDirtAndWater(CColPoint *colpoint, uint32 belowEffectSpeed);
void PlayHornIfNecessary(void);
void ResetSuspension(void);
void SetupSuspensionLines(void);
diff --git a/src/vehicles/DamageManager.h b/src/vehicles/DamageManager.h
index adcd7430..388fbae9 100644
--- a/src/vehicles/DamageManager.h
+++ b/src/vehicles/DamageManager.h
@@ -6,6 +6,9 @@
enum eEngineStatus
{
+ ENGINE_STATUS_STEAM1 = 100,
+ ENGINE_STATUS_STEAM2 = 150,
+ ENGINE_STATUS_SMOKE = 200,
ENGINE_STATUS_ON_FIRE = 225
};
diff --git a/src/vehicles/Vehicle.cpp b/src/vehicles/Vehicle.cpp
index 51b139e6..194d4e14 100644
--- a/src/vehicles/Vehicle.cpp
+++ b/src/vehicles/Vehicle.cpp
@@ -70,7 +70,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
bHasBeenOwnedByPlayer = false;
m_veh_flagC20 = false;
bCanBeDamaged = true;
- bUseSpecialColModel = false;
+ bUsingSpecialColModel = false;
m_veh_flagD1 = false;
m_veh_flagD2 = false;
m_nGunFiringTime = 0;
diff --git a/src/vehicles/Vehicle.h b/src/vehicles/Vehicle.h
index 1e5a7849..1e77a3c5 100644
--- a/src/vehicles/Vehicle.h
+++ b/src/vehicles/Vehicle.h
@@ -59,6 +59,11 @@ enum
CAR_POS_EXHAUST = 9,
};
+enum
+{
+ BOAT_POS_FRONTSEAT
+};
+
enum eDoors
{
DOOR_BONNET = 0,
@@ -186,7 +191,7 @@ public:
uint8 m_veh_flagC10 : 1;
uint8 m_veh_flagC20 : 1;
uint8 bCanBeDamaged : 1; // Set to FALSE during cut scenes to avoid explosions
- uint8 bUseSpecialColModel : 1;
+ uint8 bUsingSpecialColModel : 1;// Is player vehicle using special collision model, stored in player strucure
uint8 m_veh_flagD1 : 1;
uint8 m_veh_flagD2 : 1;
@@ -253,7 +258,7 @@ public:
virtual void BlowUpCar(CEntity *ent) {}
virtual bool SetUpWheelColModel(CColModel *colModel) { return false; }
virtual void BurstTyre(uint8 tyre) {}
- virtual bool IsRoomForPedToLeaveCar(uint32, CVector *) { return false;}
+ virtual bool IsRoomForPedToLeaveCar(uint32 component, CVector *forcedDoorPos) { return false;}
virtual float GetHeightAboveRoad(void);
virtual void PlayCarHorn(void) {}