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Shinovon 2026-04-22 07:30:27 +05:00
commit 77cdaaf97e
827 changed files with 418745 additions and 0 deletions

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src/vehicles/Automobile.cpp Normal file

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#pragma once
#include "Vehicle.h"
#include "DamageManager.h"
#include "Door.h"
class CObject;
enum eCarNodes
{
CAR_WHEEL_RF = 1,
CAR_WHEEL_RM,
CAR_WHEEL_RB,
CAR_WHEEL_LF,
CAR_WHEEL_LM,
CAR_WHEEL_LB,
CAR_BUMP_FRONT,
CAR_BUMP_REAR,
CAR_WING_RF,
CAR_WING_RR,
CAR_DOOR_RF,
CAR_DOOR_RR,
CAR_WING_LF,
CAR_WING_LR,
CAR_DOOR_LF,
CAR_DOOR_LR,
CAR_BONNET,
CAR_BOOT,
CAR_WINDSCREEN,
NUM_CAR_NODES,
};
enum {
CARWHEEL_FRONT_LEFT,
CARWHEEL_REAR_LEFT,
CARWHEEL_FRONT_RIGHT,
CARWHEEL_REAR_RIGHT
};
enum eBombType
{
CARBOMB_NONE,
CARBOMB_TIMED,
CARBOMB_ONIGNITION,
CARBOMB_REMOTE,
CARBOMB_TIMEDACTIVE,
CARBOMB_ONIGNITIONACTIVE,
};
enum {
CAR_DOOR_FLAG_UNKNOWN = 0x0,
CAR_DOOR_FLAG_LF = 0x1,
CAR_DOOR_FLAG_LR = 0x2,
CAR_DOOR_FLAG_RF = 0x4,
CAR_DOOR_FLAG_RR = 0x8
};
class CAutomobile : public CVehicle
{
public:
// 0x288
CDamageManager Damage;
CDoor Doors[6];
RwFrame *m_aCarNodes[NUM_CAR_NODES];
CColPoint m_aWheelColPoints[4];
float m_aSuspensionSpringRatio[4];
float m_aSuspensionSpringRatioPrev[4];
float m_aWheelTimer[4]; // set to 4.0 when wheel is touching ground, then decremented
float m_auto_unused1;
bool m_aWheelSkidmarkMuddy[4];
bool m_aWheelSkidmarkBloody[4];
float m_aWheelRotation[4];
float m_aWheelPosition[4];
float m_aWheelSpeed[4];
uint8 m_auto_unused2;
uint8 m_bombType : 3;
uint8 bTaxiLight : 1;
uint8 bDriverLastFrame : 1; // for bombs
uint8 bFixedColour : 1;
uint8 bBigWheels : 1;
uint8 bWaterTight : 1; // no damage for non-player peds
uint8 bNotDamagedUpsideDown : 1;
uint8 bMoreResistantToDamage : 1;
CEntity *m_pBombRigger;
int16 m_auto_unk1;
uint16 m_hydraulicState;
uint32 m_nBusDoorTimerEnd;
uint32 m_nBusDoorTimerStart;
float m_aSuspensionSpringLength[4];
float m_aSuspensionLineLength[4];
float m_fHeightAboveRoad;
float m_fTraction;
float m_fVelocityChangeForAudio;
float m_randomValues[6]; // used for what?
float m_fFireBlowUpTimer;
CPhysical *m_aGroundPhysical[4]; // physicals touching wheels
CVector m_aGroundOffset[4]; // from ground object to colpoint
CEntity *m_pSetOnFireEntity;
float m_weaponDoorTimerLeft; // still don't know what exactly this is
float m_weaponDoorTimerRight;
float m_fCarGunLR;
float m_fCarGunUD;
float m_fPropellerRotation;
uint8 stuff4[4];
uint8 m_nWheelsOnGround;
uint8 m_nDriveWheelsOnGround;
uint8 m_nDriveWheelsOnGroundPrev;
float m_fGasPedalAudio;
tWheelState m_aWheelState[4];
static bool m_sAllTaxiLights;
CAutomobile(int32 id, uint8 CreatedBy);
// from CEntity
void SetModelIndex(uint32 id);
void ProcessControl(void);
void Teleport(CVector v);
void PreRender(void);
void Render(void);
// from CPhysical
int32 ProcessEntityCollision(CEntity *ent, CColPoint *colpoints);
// from CVehicle
void ProcessControlInputs(uint8);
void GetComponentWorldPosition(int32 component, CVector &pos);
bool IsComponentPresent(int32 component);
void SetComponentRotation(int32 component, CVector rotation);
void OpenDoor(int32 component, eDoors door, float openRatio);
void ProcessOpenDoor(uint32, uint32, float);
bool IsDoorReady(eDoors door);
bool IsDoorFullyOpen(eDoors door);
bool IsDoorClosed(eDoors door);
bool IsDoorMissing(eDoors door);
void RemoveRefsToVehicle(CEntity *ent);
void BlowUpCar(CEntity *ent);
bool SetUpWheelColModel(CColModel *colModel);
void BurstTyre(uint8 tyre);
bool IsRoomForPedToLeaveCar(uint32 component, CVector *doorOffset);
float GetHeightAboveRoad(void);
void PlayCarHorn(void);
void FireTruckControl(void);
void TankControl(void);
void HydraulicControl(void);
void VehicleDamage(float impulse, uint16 damagedPiece);
void ProcessBuoyancy(void);
void DoDriveByShootings(void);
int32 RcbanditCheckHitWheels(void);
int32 RcbanditCheck1CarWheels(CPtrList &list);
void PlaceOnRoadProperly(void);
void dmgDrawCarCollidingParticles(const CVector &pos, float amount);
void AddDamagedVehicleParticles(void);
int32 AddWheelDirtAndWater(CColPoint *colpoint, uint32 belowEffectSpeed);
void PlayHornIfNecessary(void);
void ResetSuspension(void);
void SetupSuspensionLines(void);
void ScanForCrimes(void);
void BlowUpCarsInPath(void);
bool HasCarStoppedBecauseOfLight(void);
void SetBusDoorTimer(uint32 timer, uint8 type);
void ProcessAutoBusDoors(void);
void ProcessSwingingDoor(int32 component, eDoors door);
void SetupDamageAfterLoad(void);
CObject *SpawnFlyingComponent(int32 component, uint32 type);
CObject *RemoveBonnetInPedCollision(void);
void SetPanelDamage(int32 component, ePanels panel, bool noFlyingComponents = false);
void SetBumperDamage(int32 component, ePanels panel, bool noFlyingComponents = false);
void SetDoorDamage(int32 component, eDoors door, bool noFlyingComponents = false);
void Fix(void);
void SetComponentVisibility(RwFrame *frame, uint32 flags);
void SetupModelNodes(void);
void SetTaxiLight(bool light);
bool GetAllWheelsOffGround(void);
void HideAllComps(void);
void ShowAllComps(void);
void ReduceHornCounter(void);
#ifdef COMPATIBLE_SAVES
virtual void Save(uint8*& buf);
virtual void Load(uint8*& buf);
#endif
static const uint32 nSaveStructSize;
static void SetAllTaxiLights(bool set);
};
VALIDATE_SIZE(CAutomobile, 0x5A8);
inline uint8 GetCarDoorFlag(int32 carnode) {
switch (carnode) {
case CAR_DOOR_LF:
return CAR_DOOR_FLAG_LF;
case CAR_DOOR_LR:
return CAR_DOOR_FLAG_LR;
case CAR_DOOR_RF:
return CAR_DOOR_FLAG_RF;
case CAR_DOOR_RR:
return CAR_DOOR_FLAG_RR;
default:
return CAR_DOOR_FLAG_UNKNOWN;
}
}

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#pragma once
#include "Vehicle.h"
// some miami bike leftovers
enum eBikeNodes {
BIKE_NODE_NONE,
BIKE_CHASSIS,
BIKE_FORKS_FRONT,
BIKE_FORKS_REAR,
BIKE_WHEEL_FRONT,
BIKE_WHEEL_REAR,
BIKE_MUDGUARD,
BIKE_HANDLEBARS,
BIKE_NUM_NODES
};
class CBike : public CVehicle
{
public:
RwFrame *m_aBikeNodes[BIKE_NUM_NODES]; // assuming
uint8 unk1[96];
AnimationId m_bikeSitAnimation;
uint8 unk2[180];
float m_aSuspensionSpringRatio[4];
/* copied from VC, one of the floats here is gone, assuming m_bike_unused1 */
float m_aSuspensionSpringRatioPrev[4];
float m_aWheelTimer[4];
//float m_bike_unused1;
int m_aWheelSkidmarkType[2];
bool m_aWheelSkidmarkBloody[2];
bool m_aWheelSkidmarkUnk[2];
float m_aWheelRotation[2];
float m_aWheelSpeed[2];
float m_aWheelPosition[2];
float m_aWheelBasePosition[2];
float m_aSuspensionSpringLength[4];
float m_aSuspensionLineLength[4];
float m_fHeightAboveRoad;
/**/
float m_fTraction;
};

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#include "common.h"
#include "main.h"
#include "General.h"
#include "Timecycle.h"
#include "HandlingMgr.h"
#include "CarCtrl.h"
#include "RwHelper.h"
#include "ModelIndices.h"
#include "VisibilityPlugins.h"
#include "DMAudio.h"
#include "Camera.h"
#include "Darkel.h"
#include "Explosion.h"
#include "Particle.h"
#include "WaterLevel.h"
#include "Floater.h"
#include "World.h"
#include "Pools.h"
#include "Pad.h"
#include "Boat.h"
#include "SaveBuf.h"
#define INVALID_ORIENTATION (-9999.99f)
float MAX_WAKE_LENGTH = 50.0f;
float MIN_WAKE_INTERVAL = 1.0f;
float WAKE_LIFETIME = 400.0f;
float fShapeLength = 0.4f;
float fShapeTime = 0.05f;
float fRangeMult = 0.75f;
float fTimeMult = 1.0f/WAKE_LIFETIME;
CBoat *CBoat::apFrameWakeGeneratingBoats[4];
const uint32 CBoat::nSaveStructSize =
#ifdef COMPATIBLE_SAVES
1156;
#else
sizeof(CBoat);
#endif
CBoat::CBoat(int mi, uint8 owner) : CVehicle(owner)
{
CVehicleModelInfo *minfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(mi);
m_vehType = VEHICLE_TYPE_BOAT;
m_fAccelerate = 0.0f;
m_fBrake = 0.0f;
m_fSteeringLeftRight = 0.0f;
m_nPadID = 0;
m_fMovingRotation = 0.0f;
SetModelIndex(mi);
pHandling = mod_HandlingManager.GetHandlingData((tVehicleType)minfo->m_handlingId);
minfo->ChooseVehicleColour(m_currentColour1, m_currentColour2);
m_fMass = pHandling->fMass;
m_fTurnMass = pHandling->fTurnMass / 2.0f;
m_vecCentreOfMass = pHandling->CentreOfMass;
m_fAirResistance = pHandling->Dimension.x * pHandling->Dimension.z / m_fMass;
m_fElasticity = 0.1f;
m_fBuoyancy = pHandling->fBuoyancy;
m_fSteerAngle = 0.0f;
m_fGasPedal = 0.0f;
m_fBrakePedal = 0.0f;
m_fThrustZ = 0.25f;
m_fThrustY = 0.35f;
m_vecMoveRes = CVector(0.7f, 0.998f, 0.999f);
m_vecTurnRes = CVector(0.85f, 0.96f, 0.96f);
m_boat_unused3 = false;
m_fVolumeUnderWater = 7.0f;
m_fPrevVolumeUnderWater = 7.0f;
m_vecBuoyancePoint = CVector(0.0f, 0.0f, 0.0f);
m_nDeltaVolumeUnderWater = 0;
bBoatInWater = true;
bPropellerInWater = true;
bIsInWater = true;
m_boat_unused2 = 0;
m_bIsAnchored = true;
m_fOrientation = INVALID_ORIENTATION;
bTouchingWater = true;
m_fDamage = 0.0f;
m_pSetOnFireEntity = nil;
m_nNumWakePoints = 0;
for (int16 i = 0; i < ARRAY_SIZE(m_afWakePointLifeTime); i++)
m_afWakePointLifeTime[i] = 0.0f;
m_nAmmoInClip = 20;
}
void
CBoat::SetModelIndex(uint32 id)
{
CEntity::SetModelIndex(id);
SetupModelNodes();
}
void
CBoat::GetComponentWorldPosition(int32 component, CVector &pos)
{
pos = *RwMatrixGetPos(RwFrameGetLTM(m_aBoatNodes[component]));
}
void
CBoat::ProcessControl(void)
{
if(m_nZoneLevel > LEVEL_GENERIC && m_nZoneLevel != CCollision::ms_collisionInMemory)
return;
bool onLand = m_fDamageImpulse > 0.0f && m_vecDamageNormal.z > 0.1f;
PruneWakeTrail();
int r, g, b;
RwRGBA splashColor, jetColor;
r = 114.75f*(CTimeCycle::GetAmbientRed() + 0.5f*CTimeCycle::GetDirectionalRed());
g = 114.75f*(CTimeCycle::GetAmbientGreen() + 0.5f*CTimeCycle::GetDirectionalGreen());
b = 114.75f*(CTimeCycle::GetAmbientBlue() + 0.5f*CTimeCycle::GetDirectionalBlue());
r = Clamp(r, 0, 255);
g = Clamp(g, 0, 255);
b = Clamp(b, 0, 255);
splashColor.red = r;
splashColor.green = g;
splashColor.blue = b;
splashColor.alpha = CGeneral::GetRandomNumberInRange(128, 150);
r = 242.25f*(CTimeCycle::GetAmbientRed() + 0.5f*CTimeCycle::GetDirectionalRed());
g = 242.25f*(CTimeCycle::GetAmbientGreen() + 0.5f*CTimeCycle::GetDirectionalGreen());
b = 242.25f*(CTimeCycle::GetAmbientBlue() + 0.5f*CTimeCycle::GetDirectionalBlue());
r = Clamp(r, 0, 255);
g = Clamp(g, 0, 255);
b = Clamp(b, 0, 255);
jetColor.red = r;
jetColor.green = g;
jetColor.blue = b;
jetColor.alpha = CGeneral::GetRandomNumberInRange(96, 128);
CGeneral::GetRandomNumber(); // unused
ProcessCarAlarm();
switch(GetStatus()){
case STATUS_PLAYER:
m_bIsAnchored = false;
m_fOrientation = INVALID_ORIENTATION;
ProcessControlInputs(0);
if(GetModelIndex() == MI_PREDATOR)
DoFixedMachineGuns();
break;
case STATUS_SIMPLE:
m_bIsAnchored = false;
m_fOrientation = INVALID_ORIENTATION;
CPhysical::ProcessControl();
bBoatInWater = true;
bPropellerInWater = true;
bIsInWater = true;
return;
case STATUS_PHYSICS:
m_bIsAnchored = false;
m_fOrientation = INVALID_ORIENTATION;
CCarCtrl::SteerAIBoatWithPhysics(this);
break;
case STATUS_ABANDONED:
case STATUS_WRECKED:
bBoatInWater = true;
bPropellerInWater = true;
bIsInWater = true;
m_fSteerAngle = 0.0;
bIsHandbrakeOn = false;
m_fBrakePedal = 0.5f;
m_fGasPedal = 0.0f;
if((GetPosition() - CWorld::Players[CWorld::PlayerInFocus].GetPos()).Magnitude() > 150.0f){
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
return;
}
break;
default: break;
}
float collisionDamage = pHandling->fCollisionDamageMultiplier * m_fDamageImpulse;
#ifdef FIX_BUGS
if (collisionDamage > 25.0f && GetStatus() != STATUS_WRECKED && m_fHealth >= 150.0f && !bCollisionProof) {
#else
if(collisionDamage > 25.0f && GetStatus() != STATUS_WRECKED && m_fHealth >= 150.0f){
#endif
float prevHealth = m_fHealth;
if(this == FindPlayerVehicle()){
if(bTakeLessDamage)
m_fHealth -= (collisionDamage-25.0f)/6.0f;
else
m_fHealth -= (collisionDamage-25.0f)/2.0f;
}else{
if(collisionDamage > 60.0f && pDriver)
pDriver->Say(SOUND_PED_ANNOYED_DRIVER);
if(bTakeLessDamage)
m_fHealth -= (collisionDamage-25.0f)/12.0f;
else
m_fHealth -= (collisionDamage-25.0f)/4.0f;
}
if(m_fHealth <= 0.0f && prevHealth > 0.0f){
m_fHealth = 1.0f;
m_pSetOnFireEntity = m_pDamageEntity;
}
}
// Damage particles
if(m_fHealth <= 600.0f && GetStatus() != STATUS_WRECKED &&
Abs(GetPosition().x - TheCamera.GetPosition().x) < 200.0f &&
Abs(GetPosition().y - TheCamera.GetPosition().y) < 200.0f){
float speedSq = m_vecMoveSpeed.MagnitudeSqr();
CVector smokeDir = 0.8f*m_vecMoveSpeed;
CVector smokePos;
switch(GetModelIndex()){
case MI_SPEEDER:
smokePos = CVector(0.4f, -2.4f, 0.8f);
smokeDir += 0.05f*GetRight();
smokeDir.z += 0.2f*m_vecMoveSpeed.z;
break;
case MI_REEFER:
smokePos = CVector(2.0f, -1.0f, 0.5f);
smokeDir += 0.07f*GetRight();
break;
case MI_PREDATOR:
default:
smokePos = CVector(-1.5f, -0.5f, 1.2f);
smokeDir += -0.08f*GetRight();
break;
}
smokePos = GetMatrix() * smokePos;
// On fire
if(m_fHealth < 150.0f){
CParticle::AddParticle(PARTICLE_CARFLAME, smokePos,
CVector(0.0f, 0.0f, CGeneral::GetRandomNumberInRange(2.25f/200.0f, 0.09f)),
nil, 0.9f);
CVector smokePos2 = smokePos;
smokePos2.x += CGeneral::GetRandomNumberInRange(-2.25f/4.0f, 2.25f/4.0f);
smokePos2.y += CGeneral::GetRandomNumberInRange(-2.25f/4.0f, 2.25f/4.0f);
smokePos2.z += CGeneral::GetRandomNumberInRange(2.25f/4.0f, 2.25f);
CParticle::AddParticle(PARTICLE_ENGINE_SMOKE2, smokePos2, CVector(0.0f, 0.0f, 0.0f));
m_fDamage += CTimer::GetTimeStepInMilliseconds();
if(m_fDamage > 5000.0f)
BlowUpCar(m_pSetOnFireEntity);
}
if(speedSq < 0.25f && (CTimer::GetFrameCounter() + m_randomSeed) & 1)
CParticle::AddParticle(PARTICLE_ENGINE_STEAM, smokePos, smokeDir);
if(speedSq < 0.25f && m_fHealth <= 350.0f)
CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, smokePos, 1.25f*smokeDir);
}
CPhysical::ProcessControl();
CVector buoyanceImpulse(0.0f, 0.0f, 0.0f);
CVector buoyancePoint(0.0f, 0.0f, 0.0f);
if(mod_Buoyancy.ProcessBuoyancy(this, pHandling->fBuoyancy, &buoyancePoint, &buoyanceImpulse)){
// Process boat in water
if(0.1f * m_fMass * GRAVITY*CTimer::GetTimeStep() < buoyanceImpulse.z){
bBoatInWater = true;
bIsInWater = true;
}else{
bBoatInWater = false;
bIsInWater = false;
}
m_fVolumeUnderWater = mod_Buoyancy.m_volumeUnderWater;
m_vecBuoyancePoint = buoyancePoint;
ApplyMoveForce(buoyanceImpulse);
if(!onLand)
ApplyTurnForce(buoyanceImpulse, buoyancePoint);
if(!onLand && bBoatInWater && GetUp().z > 0.0f){
float impulse;
if(m_fGasPedal > 0.05f)
impulse = m_vecMoveSpeed.MagnitudeSqr()*pHandling->fSuspensionForceLevel*buoyanceImpulse.z*CTimer::GetTimeStep()*0.5f*m_fGasPedal;
else
impulse = 0.0f;
impulse = Min(impulse, GRAVITY*pHandling->fSuspensionDampingLevel*m_fMass*CTimer::GetTimeStep());
ApplyMoveForce(impulse*GetUp());
ApplyTurnForce(impulse*GetUp(), buoyancePoint - pHandling->fSuspensionBias*GetForward());
}
// Handle boat moving forward
if(Abs(m_fGasPedal) > 0.05f || m_vecMoveSpeed.Magnitude2D() > 0.01f){
if(bBoatInWater)
AddWakePoint(GetPosition());
float steerFactor = 1.0f - DotProduct(m_vecMoveSpeed, GetForward());
if (GetModelIndex() == MI_GHOST)
steerFactor = 1.0f - DotProduct(m_vecMoveSpeed, GetForward())*0.3f;
if(steerFactor < 0.0f) steerFactor = 0.0f;
CVector propeller(0.0f, -pHandling->Dimension.y*m_fThrustY, -pHandling->Dimension.z*m_fThrustZ);
propeller = Multiply3x3(GetMatrix(), propeller);
CVector propellerWorld = GetPosition() + propeller;
float steerSin = Sin(-m_fSteerAngle * steerFactor);
float steerCos = Cos(-m_fSteerAngle * steerFactor);
float waterLevel;
CWaterLevel::GetWaterLevel(propellerWorld, &waterLevel, true);
if(propellerWorld.z-0.5f < waterLevel){
float propellerDepth = waterLevel - (propellerWorld.z - 0.5f);
if(propellerDepth > 1.0f)
propellerDepth = 1.0f;
else
propellerDepth = SQR(propellerDepth);
bPropellerInWater = true;
if(Abs(m_fGasPedal) > 0.05f){
CVector forceDir = Multiply3x3(GetMatrix(), CVector(-steerSin, steerCos, -Abs(m_fSteerAngle)));
CVector force = propellerDepth * m_fGasPedal * 40.0f * pHandling->Transmission.fEngineAcceleration * pHandling->fMass * forceDir;
if(force.z > 0.2f)
force.z = SQR(1.2f - force.z) + 0.2f;
if(onLand){
if(m_fGasPedal < 0.0f){
force.x *= 5.0f;
force.y *= 5.0f;
}
if(force.z < 0.0f)
force.z = 0.0f;
ApplyMoveForce(force * CTimer::GetTimeStep());
}else{
ApplyMoveForce(force * CTimer::GetTimeStep());
ApplyTurnForce(force * CTimer::GetTimeStep(), propeller - pHandling->fTractionBias*GetUp());
float rightForce = DotProduct(GetRight(), force);
ApplyTurnForce(-rightForce*GetRight() * CTimer::GetTimeStep(), GetUp());
}
// Spray some particles
CVector jetDir = -0.04f * force;
if(m_fGasPedal > 0.0f){
if(GetStatus() == STATUS_PLAYER){
bool cameraHack = TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
TheCamera.WhoIsInControlOfTheCamera == CAMCONTROL_OBBE;
CVector sternPos = GetColModel()->boundingBox.min;
sternPos.x = 0.0f;
sternPos.z = 0.0f;
sternPos = Multiply3x3(GetMatrix(), sternPos);
CVector jetPos = GetPosition() + sternPos;
if(cameraHack)
jetPos.z = 1.0f;
else
jetPos.z = 0.0f;
#ifdef PC_PARTICLE
CVector wakePos = GetPosition() + sternPos;
wakePos.z -= 0.65f;
#else
CVector wakePos = GetPosition() + sternPos;
wakePos.z = -0.3f;
#endif
CVector wakeDir = 0.75f * jetDir;
CParticle::AddParticle(PARTICLE_BOAT_THRUSTJET, jetPos, jetDir, nil, 0.0f, jetColor);
#ifdef PC_PARTICLE
CParticle::AddParticle(PARTICLE_CAR_SPLASH, jetPos, 0.25f * jetDir, nil, 1.0f, splashColor,
CGeneral::GetRandomNumberInRange(0, 30),
CGeneral::GetRandomNumberInRange(0, 90), 3);
#endif
if(!cameraHack)
CParticle::AddParticle(PARTICLE_BOAT_WAKE, wakePos, wakeDir, nil, 0.0f, jetColor);
}else if((CTimer::GetFrameCounter() + m_randomSeed) & 1){
#ifdef PC_PARTICLE
jetDir.z = 0.018f;
jetDir.x *= 0.01f;
jetDir.y *= 0.01f;
propellerWorld.z += 1.5f;
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, propellerWorld, jetDir, nil, 1.5f, jetColor);
#else
jetDir.z = 0.018f;
jetDir.x *= 0.03f;
jetDir.y *= 0.03f;
propellerWorld.z += 1.0f;
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, propellerWorld, jetDir, nil, 0.0f, jetColor);
#endif
#ifdef PC_PARTICLE
CParticle::AddParticle(PARTICLE_CAR_SPLASH, propellerWorld, 0.1f * jetDir, nil, 0.5f, splashColor,
CGeneral::GetRandomNumberInRange(0, 30),
CGeneral::GetRandomNumberInRange(0, 90), 3);
#endif
}
}
}else if(!onLand){
float force = 50.0f*DotProduct(m_vecMoveSpeed, GetForward());
force = Min(force, 10.0f);
CVector propellerForce = propellerDepth * Multiply3x3(GetMatrix(), force*CVector(-steerSin, 0.0f, 0.0f));
ApplyMoveForce(propellerForce * CTimer::GetTimeStep()*0.5f);
ApplyTurnForce(propellerForce * CTimer::GetTimeStep()*0.5f, propeller);
}
}else
bPropellerInWater = false;
}
// Slow down or push down boat as it approaches the world limits
m_vecMoveSpeed.x = Min(m_vecMoveSpeed.x, -(GetPosition().x - 1900.0f)*0.01f); // east
m_vecMoveSpeed.x = Max(m_vecMoveSpeed.x, -(GetPosition().x - -1515.0f)*0.01f); // west
m_vecMoveSpeed.y = Min(m_vecMoveSpeed.y, -(GetPosition().y - 600.0f)*0.01f); // north
m_vecMoveSpeed.y = Max(m_vecMoveSpeed.y, -(GetPosition().y - -1900.0f)*0.01f); // south
if(!onLand && bBoatInWater)
ApplyWaterResistance();
// No idea what exactly is going on here besides drag in YZ
float fx = Pow(m_vecTurnRes.x, CTimer::GetTimeStep());
float fy = Pow(m_vecTurnRes.y, CTimer::GetTimeStep());
float fz = Pow(m_vecTurnRes.z, CTimer::GetTimeStep());
m_vecTurnSpeed = Multiply3x3(m_vecTurnSpeed, GetMatrix()); // invert - to local space
// TODO: figure this out
float magic = 1.0f/(1000.0f * SQR(m_vecTurnSpeed.x) + 1.0f) * fx;
m_vecTurnSpeed.y *= fy;
m_vecTurnSpeed.z *= fz;
float forceUp = (magic - 1.0f) * m_vecTurnSpeed.x * m_fTurnMass;
m_vecTurnSpeed = Multiply3x3(GetMatrix(), m_vecTurnSpeed); // back to world
CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
ApplyTurnForce(CVector(0.0f, 0.0f, forceUp), com + GetForward());
m_nDeltaVolumeUnderWater = (m_fVolumeUnderWater-m_fPrevVolumeUnderWater)*10000;
// Falling into water
if(!onLand && bBoatInWater && GetUp().z > 0.0f && m_nDeltaVolumeUnderWater > 200){
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_SPLASH, m_nDeltaVolumeUnderWater);
float speedUp = m_vecMoveSpeed.MagnitudeSqr() * m_nDeltaVolumeUnderWater * 0.0004f;
if(speedUp + m_vecMoveSpeed.z > pHandling->fBrakeDeceleration)
speedUp = pHandling->fBrakeDeceleration - m_vecMoveSpeed.z;
if(speedUp < 0.0f) speedUp = 0.0f;
float speedFwd = DotProduct(m_vecMoveSpeed, GetForward());
speedFwd *= -m_nDeltaVolumeUnderWater * 0.01f * pHandling->fTractionLoss;
CVector speed = speedFwd*GetForward() + CVector(0.0f, 0.0f, speedUp);
CVector splashImpulse = speed * m_fMass;
ApplyMoveForce(splashImpulse);
ApplyTurnForce(splashImpulse, buoyancePoint);
}
// Spray particles on sides of boat
#ifdef PC_PARTICLE
if(m_nDeltaVolumeUnderWater > 75)
#else
if(m_nDeltaVolumeUnderWater > 120)
#endif
{
float speed = m_vecMoveSpeed.Magnitude();
float splash1Size = speed;
float splash2Size = float(m_nDeltaVolumeUnderWater) * 0.005f * 0.2f;
float front = 0.9f * GetColModel()->boundingBox.max.y;
if(splash1Size > 0.75f) splash1Size = 0.75f;
CVector dir, pos;
// right
#ifdef PC_PARTICLE
dir = -0.5f*m_vecMoveSpeed;
dir.z += 0.1f*speed;
dir += 0.5f*GetRight()*speed;
pos = front*GetForward() + 0.5f*GetRight() + GetPosition() + m_vecBuoyancePoint;
CWaterLevel::GetWaterLevel(pos, &pos.z, true);
#else
dir = 0.3f*m_vecMoveSpeed;
dir.z += 0.05f*speed;
dir += 0.5f*GetRight()*speed;
pos = (GetPosition() + m_vecBuoyancePoint) + (1.5f*GetRight());
#endif
#ifdef PC_PARTICLE
CParticle::AddParticle(PARTICLE_CAR_SPLASH, pos, 0.75f * dir, nil, splash1Size, splashColor,
CGeneral::GetRandomNumberInRange(0, 30),
CGeneral::GetRandomNumberInRange(0, 90), 1);
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, pos, dir, nil, splash2Size, jetColor);
#else
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, pos, dir, nil, splash2Size);
#endif
// left
#ifdef PC_PARTICLE
dir = -0.5f*m_vecMoveSpeed;
dir.z += 0.1f*speed;
dir -= 0.5f*GetRight()*speed;
pos = front*GetForward() - 0.5f*GetRight() + GetPosition() + m_vecBuoyancePoint;
CWaterLevel::GetWaterLevel(pos, &pos.z, true);
#else
dir = 0.3f*m_vecMoveSpeed;
dir.z += 0.05f*speed;
dir -= 0.5f*GetRight()*speed;
pos = (GetPosition() + m_vecBuoyancePoint) - (1.5f*GetRight());
#endif
#ifdef PC_PARTICLE
CParticle::AddParticle(PARTICLE_CAR_SPLASH, pos, 0.75f * dir, nil, splash1Size, splashColor,
CGeneral::GetRandomNumberInRange(0, 30),
CGeneral::GetRandomNumberInRange(0, 90), 1);
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, pos, dir, nil, splash2Size, jetColor);
#else
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, pos, dir, nil, splash2Size);
#endif
}
m_fPrevVolumeUnderWater = m_fVolumeUnderWater;
}else{
bBoatInWater = false;
bIsInWater = false;
}
if(m_bIsAnchored){
m_vecMoveSpeed.x = 0.0f;
m_vecMoveSpeed.y = 0.0f;
if(m_fOrientation == INVALID_ORIENTATION){
m_fOrientation = GetForward().Heading();
}else{
// is this some inlined CPlaceable method?
CVector pos = GetPosition();
GetMatrix().RotateZ(m_fOrientation - GetForward().Heading());
GetMatrix().SetTranslateOnly(pos);
}
}
ProcessDelayedExplosion();
}
void
CBoat::ProcessControlInputs(uint8 pad)
{
m_nPadID = pad;
if(m_nPadID > 3)
m_nPadID = 3;
m_fBrake += (CPad::GetPad(pad)->GetBrake()/255.0f - m_fBrake)*0.1f;
m_fBrake = Clamp(m_fBrake, 0.0f, 1.0f);
if(m_fBrake < 0.05f){
m_fBrake = 0.0f;
m_fAccelerate += (CPad::GetPad(pad)->GetAccelerate()/255.0f - m_fAccelerate)*0.1f;
m_fAccelerate = Clamp(m_fAccelerate, 0.0f, 1.0f);
}else
m_fAccelerate = -m_fBrake*0.2f;
m_fSteeringLeftRight += (-CPad::GetPad(pad)->GetSteeringLeftRight()/128.0f - m_fSteeringLeftRight)*0.2f;
m_fSteeringLeftRight = Clamp(m_fSteeringLeftRight, -1.0f, 1.0f);
float steeringSq = m_fSteeringLeftRight < 0.0f ? -SQR(m_fSteeringLeftRight) : SQR(m_fSteeringLeftRight);
m_fSteerAngle = pHandling->fSteeringLock * DEGTORAD(steeringSq);
m_fGasPedal = m_fAccelerate;
}
void
CBoat::ApplyWaterResistance(void)
{
float fwdSpeed = DotProduct(GetMoveSpeed(), GetForward());
// TODO: figure out how this works
float resistance = 0.001f * SQR(m_fVolumeUnderWater) * m_fMass;
float magic = (SQR(fwdSpeed) + 0.05f) * resistance + 1.0f;
magic = Abs(magic);
float fx = Pow(m_vecMoveRes.x/magic, 0.5f*CTimer::GetTimeStep());
float fy = Pow(m_vecMoveRes.y/magic, 0.5f*CTimer::GetTimeStep());
float fz = Pow(m_vecMoveRes.z/magic, 0.5f*CTimer::GetTimeStep());
m_vecMoveSpeed = Multiply3x3(m_vecMoveSpeed, GetMatrix()); // invert - to local space
m_vecMoveSpeed.x *= fx;
m_vecMoveSpeed.y *= fy;
m_vecMoveSpeed.z *= fz;
float force = (fy - 1.0f) * m_vecMoveSpeed.y * m_fMass;
m_vecMoveSpeed = Multiply3x3(GetMatrix(), m_vecMoveSpeed); // back to world
ApplyTurnForce(force*GetForward(), -GetUp());
if(m_vecMoveSpeed.z > 0.0f)
m_vecMoveSpeed.z *= fz;
else
m_vecMoveSpeed.z *= (1.0f - fz)*0.5f + fz;
}
RwObject*
GetBoatAtomicObjectCB(RwObject *object, void *data)
{
RpAtomic *atomic = (RpAtomic*)object;
assert(RwObjectGetType(object) == rpATOMIC);
if(RpAtomicGetFlags(atomic) & rpATOMICRENDER)
*(RpAtomic**)data = atomic;
return object;
}
void
CBoat::BlowUpCar(CEntity *culprit)
{
RpAtomic *atomic;
RwFrame *frame;
RwMatrix *matrix;
CObject *obj;
if(!bCanBeDamaged)
return;
// explosion pushes vehicle up
m_vecMoveSpeed.z += 0.13f;
SetStatus(STATUS_WRECKED);
bRenderScorched = true;
m_fHealth = 0.0;
m_nBombTimer = 0;
TheCamera.CamShake(0.7f, GetPosition().x, GetPosition().y, GetPosition().z);
if(this == FindPlayerVehicle())
FindPlayerPed()->m_fHealth = 0.0f; // kill player
if(pDriver){
CDarkel::RegisterKillByPlayer(pDriver, WEAPONTYPE_EXPLOSION);
pDriver->SetDead();
pDriver->FlagToDestroyWhenNextProcessed();
}
bEngineOn = false;
bLightsOn = false;
ChangeLawEnforcerState(false);
CExplosion::AddExplosion(this, culprit, EXPLOSION_CAR, GetPosition(), 0);
if(m_aBoatNodes[BOAT_MOVING] == nil)
return;
// much like CAutomobile::SpawnFlyingComponent from here on
atomic = nil;
RwFrameForAllObjects(m_aBoatNodes[BOAT_MOVING], GetBoatAtomicObjectCB, &atomic);
if(atomic == nil)
return;
obj = new CObject();
if(obj == nil)
return;
obj->SetModelIndexNoCreate(MI_CAR_WHEEL);
// object needs base model
obj->RefModelInfo(GetModelIndex());
// create new atomic
matrix = RwFrameGetLTM(m_aBoatNodes[BOAT_MOVING]);
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 = 0.99f;
obj->m_fElasticity = 0.1f;
obj->m_fBuoyancy = obj->m_fMass*GRAVITY/0.75f;
obj->ObjectCreatedBy = TEMP_OBJECT;
obj->SetIsStatic(false);
obj->bIsPickup = false;
// life time
CObject::nNoTempObjects++;
obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000;
obj->m_vecMoveSpeed = m_vecMoveSpeed;
if(GetUp().z > 0.0f)
obj->m_vecMoveSpeed.z = 0.3f;
else
obj->m_vecMoveSpeed.z = 0.0f;
obj->m_vecTurnSpeed = m_vecTurnSpeed*2.0f;
obj->m_vecTurnSpeed.x = 0.5f;
// push component away from boat
CVector dist = obj->GetPosition() - GetPosition();
dist.Normalise();
if(GetUp().z > 0.0f)
dist += GetUp();
obj->GetMatrix().GetPosition() += dist;
CWorld::Add(obj);
atomic = nil;
RwFrameForAllObjects(m_aBoatNodes[BOAT_MOVING], GetBoatAtomicObjectCB, &atomic);
if(atomic)
RpAtomicSetFlags(atomic, 0);
}
RwIm3DVertex KeepWaterOutVertices[4];
RwImVertexIndex KeepWaterOutIndices[6];
void
CBoat::Render()
{
CMatrix matrix;
if (m_aBoatNodes[BOAT_MOVING] != nil) {
matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_MOVING]));
CVector pos = matrix.GetPosition();
matrix.SetRotateZ(m_fMovingRotation);
matrix.Translate(pos);
matrix.UpdateRW();
if (CVehicle::bWheelsOnlyCheat) {
RpAtomicRender((RpAtomic*)GetFirstObject(m_aBoatNodes[BOAT_MOVING]));
}
}
m_fMovingRotation += 0.05f;
((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->SetVehicleColour(m_currentColour1, m_currentColour2);
if (!CVehicle::bWheelsOnlyCheat)
CEntity::Render();
#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
RenderWaterOutPolys(); // not separate function in III
}
void
CBoat::RenderWaterOutPolys(void)
{
KeepWaterOutIndices[0] = 0;
KeepWaterOutIndices[1] = 2;
KeepWaterOutIndices[2] = 1;
KeepWaterOutIndices[3] = 1;
KeepWaterOutIndices[4] = 2;
KeepWaterOutIndices[5] = 3;
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[0], 255, 255, 255, 255);
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[1], 255, 255, 255, 255);
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[2], 255, 255, 255, 255);
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[3], 255, 255, 255, 255);
switch (GetModelIndex()) {
case MI_SPEEDER:
RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.15f, 3.61f, 1.03f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 1.15f, 3.61f, 1.03f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -1.15f, 0.06f, 1.03f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 1.15f, 0.06f, 1.03f);
break;
case MI_REEFER:
RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.9f, 2.83f, 1.0f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 1.9f, 2.83f, 1.0f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -1.66f, -4.48f, 0.83f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 1.66f, -4.48f, 0.83f);
break;
case MI_PREDATOR:
default:
RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.45f, 1.9f, 0.96f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 1.45f, 1.9f, 0.96f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -1.45f, -3.75f, 0.96f);
RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 1.45f, -3.75f, 0.96f);
break;
}
KeepWaterOutVertices[0].u = 0.0f;
KeepWaterOutVertices[0].v = 0.0f;
KeepWaterOutVertices[1].u = 1.0f;
KeepWaterOutVertices[1].v = 0.0f;
KeepWaterOutVertices[2].u = 0.0f;
KeepWaterOutVertices[2].v = 1.0f;
KeepWaterOutVertices[3].u = 1.0f;
KeepWaterOutVertices[3].v = 1.0f;
#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
{
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpWaterRaster);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDZERO);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
}
if (!CVehicle::bWheelsOnlyCheat && RwIm3DTransform(KeepWaterOutVertices, 4, GetMatrix().m_attachment, rwIM3D_VERTEXUV)) {
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, KeepWaterOutIndices, 6);
RwIm3DEnd();
}
#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
{
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
}
}
void
CBoat::Teleport(CVector v)
{
CWorld::Remove(this);
SetPosition(v);
SetOrientation(0.0f, 0.0f, 0.0f);
SetMoveSpeed(0.0f, 0.0f, 0.0f);
SetTurnSpeed(0.0f, 0.0f, 0.0f);
CWorld::Add(this);
}
bool
CBoat::IsSectorAffectedByWake(CVector2D sector, float fSize, CBoat **apBoats)
{
uint8 numVerts = 0;
if ( apFrameWakeGeneratingBoats[0] == NULL )
return false;
for ( int32 i = 0; i < 4; i++ )
{
CBoat *pBoat = apFrameWakeGeneratingBoats[i];
if ( !pBoat )
break;
for ( int j = 0; j < pBoat->m_nNumWakePoints; j++ )
{
float fDist = (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[j]) * fShapeTime + float(j) * fShapeLength + fSize;
if ( Abs(pBoat->m_avec2dWakePoints[j].x - sector.x) < fDist
&& Abs(pBoat->m_avec2dWakePoints[i].y - sector.y) < fDist )
{
apBoats[numVerts] = pBoat;
numVerts = 1; // += ?
break;
}
}
}
return numVerts != 0;
}
float
CBoat::IsVertexAffectedByWake(CVector vecVertex, CBoat *pBoat)
{
for ( int i = 0; i < pBoat->m_nNumWakePoints; i++ )
{
float fMaxDist = (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fShapeTime + float(i) * fShapeLength;
CVector2D vecDist = pBoat->m_avec2dWakePoints[i] - CVector2D(vecVertex);
float fDist = vecDist.MagnitudeSqr();
if ( fDist < SQR(fMaxDist) )
return 1.0f - Min(fRangeMult * Sqrt(fDist / SQR(fMaxDist)) + (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fTimeMult, 1.0f);
}
return 0.0f;
}
void
CBoat::SetupModelNodes()
{
int i;
for(i = 0; i < ARRAY_SIZE(m_aBoatNodes); i++)
m_aBoatNodes[i] = nil;
CClumpModelInfo::FillFrameArray(GetClump(), m_aBoatNodes);
}
void
CBoat::FillBoatList()
{
int16 frameId = 0;
apFrameWakeGeneratingBoats[0] = nil;
apFrameWakeGeneratingBoats[1] = nil;
apFrameWakeGeneratingBoats[2] = nil;
apFrameWakeGeneratingBoats[3] = nil;
for (int i = CPools::GetVehiclePool()->GetSize() - 1; i >= 0; i--) {
CBoat *boat = (CBoat *)(CPools::GetVehiclePool()->GetSlot(i));
if (boat && boat->m_vehType == VEHICLE_TYPE_BOAT) {
int16 nNumWakePoints = boat->m_nNumWakePoints;
if (nNumWakePoints != 0) {
if (frameId >= ARRAY_SIZE(apFrameWakeGeneratingBoats)) {
int16 frameId2 = -1;
for (int16 j = 0; j < ARRAY_SIZE(apFrameWakeGeneratingBoats); j++) {
if (apFrameWakeGeneratingBoats[j]->m_nNumWakePoints < nNumWakePoints) {
frameId2 = j;
nNumWakePoints = apFrameWakeGeneratingBoats[j]->m_nNumWakePoints;
}
}
if (frameId2 != -1)
apFrameWakeGeneratingBoats[frameId2] = boat;
} else {
apFrameWakeGeneratingBoats[frameId++] = boat;
}
}
}
}
}
void
CBoat::PruneWakeTrail(void)
{
int i;
for(i = 0; i < ARRAY_SIZE(m_afWakePointLifeTime); i++){
if(m_afWakePointLifeTime[i] <= 0.0f)
break;
if(m_afWakePointLifeTime[i] <= CTimer::GetTimeStep()){
m_afWakePointLifeTime[i] = 0.0f;
break;
}
m_afWakePointLifeTime[i] -= CTimer::GetTimeStep();
}
m_nNumWakePoints = i;
}
void
CBoat::AddWakePoint(CVector point)
{
int i;
if(m_afWakePointLifeTime[0] > 0.0f){
if((CVector2D(GetPosition()) - m_avec2dWakePoints[0]).MagnitudeSqr() < SQR(1.0f)){
for(i = Min(m_nNumWakePoints, ARRAY_SIZE(m_afWakePointLifeTime)-1); i != 0; i--){
m_avec2dWakePoints[i] = m_avec2dWakePoints[i-1];
m_afWakePointLifeTime[i] = m_afWakePointLifeTime[i-1];
}
m_avec2dWakePoints[0] = point;
m_afWakePointLifeTime[0] = 400.0f;
if(m_nNumWakePoints < ARRAY_SIZE(m_afWakePointLifeTime))
m_nNumWakePoints++;
}
}else{
m_avec2dWakePoints[0] = point;
m_afWakePointLifeTime[0] = 400.0f;
m_nNumWakePoints = 1;
}
}
#ifdef COMPATIBLE_SAVES
void
CBoat::Save(uint8*& buf)
{
CVehicle::Save(buf);
ZeroSaveBuf(buf, 1156 - 648);
}
void
CBoat::Load(uint8*& buf)
{
CVehicle::Load(buf);
SkipSaveBuf(buf, 1156 - 648);
}
#endif

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src/vehicles/Boat.h Normal file
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#pragma once
#include "Vehicle.h"
enum eBoatNodes
{
BOAT_MOVING = 1,
BOAT_RUDDER,
BOAT_WINDSCREEN,
NUM_BOAT_NODES
};
class CBoat : public CVehicle
{
public:
// 0x288
float m_fThrustZ;
float m_fThrustY;
CVector m_vecMoveRes;
CVector m_vecTurnRes;
float m_fMovingRotation;
int32 m_boat_unused1;
RwFrame *m_aBoatNodes[NUM_BOAT_NODES];
uint8 bBoatInWater : 1;
uint8 bPropellerInWater : 1;
bool m_bIsAnchored;
float m_fOrientation;
int32 m_boat_unused2;
float m_fDamage;
CEntity *m_pSetOnFireEntity;
bool m_boat_unused3;
float m_fAccelerate;
float m_fBrake;
float m_fSteeringLeftRight;
uint8 m_nPadID;
int32 m_boat_unused4;
float m_fVolumeUnderWater;
CVector m_vecBuoyancePoint;
float m_fPrevVolumeUnderWater;
int16 m_nDeltaVolumeUnderWater;
uint16 m_nNumWakePoints;
CVector2D m_avec2dWakePoints[32];
float m_afWakePointLifeTime[32];
CBoat(int, uint8);
virtual void SetModelIndex(uint32 id);
virtual void ProcessControl();
virtual void Teleport(CVector v);
virtual void PreRender(void) {};
virtual void Render(void);
virtual void ProcessControlInputs(uint8);
virtual void GetComponentWorldPosition(int32 component, CVector &pos);
virtual bool IsComponentPresent(int32 component) { return true; }
virtual void BlowUpCar(CEntity *ent);
void RenderWaterOutPolys(void);
void ApplyWaterResistance(void);
void SetupModelNodes();
void PruneWakeTrail(void);
void AddWakePoint(CVector point);
static CBoat *apFrameWakeGeneratingBoats[4];
static bool IsSectorAffectedByWake(CVector2D sector, float fSize, CBoat **apBoats);
static float IsVertexAffectedByWake(CVector vecVertex, CBoat *pBoat);
static void FillBoatList(void);
#ifdef COMPATIBLE_SAVES
virtual void Save(uint8*& buf);
virtual void Load(uint8*& buf);
#endif
static const uint32 nSaveStructSize;
};
VALIDATE_SIZE(CBoat, 0x484);
extern float MAX_WAKE_LENGTH;
extern float MIN_WAKE_INTERVAL;
extern float WAKE_LIFETIME;

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src/vehicles/CarGen.cpp Normal file
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#include "common.h"
#include "CarGen.h"
#include "Automobile.h"
#include "Boat.h"
#include "Camera.h"
#include "CarCtrl.h"
#include "CutsceneMgr.h"
#include "General.h"
#include "Pools.h"
#include "Streaming.h"
#include "Timer.h"
#include "Vehicle.h"
#include "World.h"
#include "SaveBuf.h"
uint8 CTheCarGenerators::ProcessCounter;
uint32 CTheCarGenerators::NumOfCarGenerators;
CCarGenerator CTheCarGenerators::CarGeneratorArray[NUM_CARGENS];
uint8 CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter;
uint32 CTheCarGenerators::CurrentActiveCount;
void CCarGenerator::SwitchOff()
{
#ifdef FIX_BUGS
if (m_nUsesRemaining != 0)
#endif
{
m_nUsesRemaining = 0;
--CTheCarGenerators::CurrentActiveCount;
}
}
void CCarGenerator::SwitchOn()
{
m_nUsesRemaining = UINT16_MAX;
m_nTimer = CalcNextGen();
++CTheCarGenerators::CurrentActiveCount;
}
uint32 CCarGenerator::CalcNextGen()
{
return CTimer::GetTimeInMilliseconds() + 4;
}
void CCarGenerator::DoInternalProcessing()
{
if (CheckForBlockage()) {
m_nTimer += 4;
if (m_nUsesRemaining == 0)
--CTheCarGenerators::CurrentActiveCount;
return;
}
if (CCarCtrl::NumParkedCars >= 10)
return;
CStreaming::RequestModel(m_nModelIndex, STREAMFLAGS_DEPENDENCY);
if (!CStreaming::HasModelLoaded(m_nModelIndex))
return;
if (CModelInfo::IsBoatModel(m_nModelIndex)){
CBoat* pBoat = new CBoat(m_nModelIndex, PARKED_VEHICLE);
pBoat->SetIsStatic(false);
pBoat->bEngineOn = false;
CVector pos = m_vecPos;
if (pos.z <= -100.0f)
pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
pos.z += pBoat->GetDistanceFromCentreOfMassToBaseOfModel();
pBoat->SetPosition(pos);
pBoat->SetOrientation(0.0f, 0.0f, DEGTORAD(m_fAngle));
pBoat->SetStatus(STATUS_ABANDONED);
pBoat->m_nDoorLock = CARLOCK_UNLOCKED;
CWorld::Add(pBoat);
if (CGeneral::GetRandomNumberInRange(0, 100) < m_nAlarm)
pBoat->m_nAlarmState = -1;
if (CGeneral::GetRandomNumberInRange(0, 100) < m_nDoorlock)
pBoat->m_nDoorLock = CARLOCK_LOCKED;
if (m_nColor1 != -1 && m_nColor2){
pBoat->m_currentColour1 = m_nColor1;
pBoat->m_currentColour2 = m_nColor2;
}
m_nVehicleHandle = CPools::GetVehiclePool()->GetIndex(pBoat);
}else{
bool groundFound;
CVector pos = m_vecPos;
if (pos.z > -100.0f){
pos.z = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &groundFound);
}else{
groundFound = false;
CColPoint cp;
CEntity* pEntity;
groundFound = CWorld::ProcessVerticalLine(CVector(pos.x, pos.y, 1000.0f), -1000.0f,
cp, pEntity, true, false, false, false, false, false, nil);
if (groundFound)
pos.z = cp.point.z;
}
if (!groundFound) {
debug("CCarGenerator::DoInternalProcessing - can't find ground z for new car x = %f y = %f \n", m_vecPos.x, m_vecPos.y);
}else{
CAutomobile* pCar;
// So game crashes if it's bike :D
if (((CVehicleModelInfo*)CModelInfo::GetModelInfo(m_nModelIndex))->m_vehicleType != VEHICLE_TYPE_BIKE)
pCar = new CAutomobile(m_nModelIndex, PARKED_VEHICLE);
pCar->SetIsStatic(false);
pCar->bEngineOn = false;
pos.z += pCar->GetDistanceFromCentreOfMassToBaseOfModel();
pCar->SetPosition(pos);
pCar->SetOrientation(0.0f, 0.0f, DEGTORAD(m_fAngle));
pCar->SetStatus(STATUS_ABANDONED);
pCar->bLightsOn = false;
pCar->m_nDoorLock = CARLOCK_UNLOCKED;
CWorld::Add(pCar);
if (CGeneral::GetRandomNumberInRange(0, 100) < m_nAlarm)
pCar->m_nAlarmState = -1;
if (CGeneral::GetRandomNumberInRange(0, 100) < m_nDoorlock)
pCar->m_nDoorLock = CARLOCK_LOCKED;
if (m_nColor1 != -1 && m_nColor2) {
pCar->m_currentColour1 = m_nColor1;
pCar->m_currentColour2 = m_nColor2;
}
m_nVehicleHandle = CPools::GetVehiclePool()->GetIndex(pCar);
}
}
#ifdef FIX_BUGS
if (m_nUsesRemaining < UINT16_MAX)
--m_nUsesRemaining;
#else
if (m_nUsesRemaining < ~0)
--m_nUsesRemaining;
#endif
m_nTimer = CalcNextGen();
if (m_nUsesRemaining == 0)
--CTheCarGenerators::CurrentActiveCount;
}
void CCarGenerator::Process()
{
if (m_nVehicleHandle == -1 &&
(CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter || CTimer::GetTimeInMilliseconds() >= m_nTimer) &&
m_nUsesRemaining != 0 && CheckIfWithinRangeOfAnyPlayer())
DoInternalProcessing();
if (m_nVehicleHandle == -1)
return;
CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(m_nVehicleHandle);
if (!pVehicle){
m_nVehicleHandle = -1;
return;
}
if (pVehicle->GetStatus() != STATUS_PLAYER)
return;
m_nTimer += 60000;
m_nVehicleHandle = -1;
m_bIsBlocking = true;
pVehicle->bExtendedRange = false;
}
void CCarGenerator::Setup(float x, float y, float z, float angle, int32 mi, int16 color1, int16 color2, uint8 force, uint8 alarm, uint8 lock, uint16 min_delay, uint16 max_delay)
{
CMatrix m1, m2, m3; /* Unused but present on stack, so I'll leave them. */
m_vecPos = CVector(x, y, z);
m_fAngle = angle;
m_nModelIndex = mi;
m_nColor1 = color1;
m_nColor2 = color2;
m_bForceSpawn = force;
m_nAlarm = alarm;
m_nDoorlock = lock;
m_nMinDelay = min_delay;
m_nMaxDelay = max_delay;
m_nVehicleHandle = -1;
m_nTimer = CTimer::GetTimeInMilliseconds() + 1;
m_nUsesRemaining = 0;
m_bIsBlocking = false;
m_vecInf = CModelInfo::GetColModel(m_nModelIndex)->boundingBox.min;
m_vecSup = CModelInfo::GetColModel(m_nModelIndex)->boundingBox.max;
m_fSize = Max(m_vecInf.Magnitude(), m_vecSup.Magnitude());
}
bool CCarGenerator::CheckForBlockage()
{
int16 entities;
CWorld::FindObjectsKindaColliding(CVector(m_vecPos), m_fSize, 1, &entities, 2, nil, false, true, true, false, false);
return entities > 0;
}
bool CCarGenerator::CheckIfWithinRangeOfAnyPlayer()
{
CVector2D direction = FindPlayerCentreOfWorld(CWorld::PlayerInFocus) - m_vecPos;
float distance = direction.Magnitude();
float farclip = 120.0f * TheCamera.GenerationDistMultiplier;
float nearclip = farclip - 20.0f;
if (distance >= farclip){
if (m_bIsBlocking)
m_bIsBlocking = false;
return false;
}
if (CTheCarGenerators::GenerateEvenIfPlayerIsCloseCounter)
return true;
if (m_bIsBlocking)
return false;
if (distance < nearclip)
return false;
return DotProduct2D(direction, FindPlayerSpeed()) <= 0;
}
void CTheCarGenerators::Process()
{
if (FindPlayerTrain() || CCutsceneMgr::IsCutsceneProcessing())
return;
if (++CTheCarGenerators::ProcessCounter == 4)
CTheCarGenerators::ProcessCounter = 0;
for (uint32 i = ProcessCounter; i < NumOfCarGenerators; i += 4)
CTheCarGenerators::CarGeneratorArray[i].Process();
if (GenerateEvenIfPlayerIsCloseCounter)
GenerateEvenIfPlayerIsCloseCounter--;
}
int32 CTheCarGenerators::CreateCarGenerator(float x, float y, float z, float angle, int32 mi, int16 color1, int16 color2, uint8 force, uint8 alarm, uint8 lock, uint16 min_delay, uint16 max_delay)
{
CarGeneratorArray[NumOfCarGenerators].Setup(x, y, z, angle, mi, color1, color2, force, alarm, lock, min_delay, max_delay);
return NumOfCarGenerators++;
}
void CTheCarGenerators::Init()
{
GenerateEvenIfPlayerIsCloseCounter = 0;
NumOfCarGenerators = 0;
ProcessCounter = 0;
CurrentActiveCount = 0;
}
void CTheCarGenerators::SaveAllCarGenerators(uint8 *buffer, uint32 *size)
{
const uint32 nGeneralDataSize = sizeof(NumOfCarGenerators) + sizeof(CurrentActiveCount) + sizeof(ProcessCounter) + sizeof(GenerateEvenIfPlayerIsCloseCounter) + sizeof(int16);
*size = sizeof(int) + nGeneralDataSize + sizeof(uint32) + sizeof(CarGeneratorArray) + SAVE_HEADER_SIZE;
INITSAVEBUF
WriteSaveHeader(buffer, 'C','G','N','\0', *size - SAVE_HEADER_SIZE);
WriteSaveBuf(buffer, nGeneralDataSize);
WriteSaveBuf(buffer, NumOfCarGenerators);
WriteSaveBuf(buffer, CurrentActiveCount);
WriteSaveBuf(buffer, ProcessCounter);
WriteSaveBuf(buffer, GenerateEvenIfPlayerIsCloseCounter);
WriteSaveBuf(buffer, (int16)0); // alignment
WriteSaveBuf(buffer, (uint32)sizeof(CarGeneratorArray));
for (int i = 0; i < NUM_CARGENS; i++)
WriteSaveBuf(buffer, CarGeneratorArray[i]);
VALIDATESAVEBUF(*size)
}
void CTheCarGenerators::LoadAllCarGenerators(uint8* buffer, uint32 size)
{
const int32 nGeneralDataSize = sizeof(NumOfCarGenerators) + sizeof(CurrentActiveCount) + sizeof(ProcessCounter) + sizeof(GenerateEvenIfPlayerIsCloseCounter) + sizeof(int16);
Init();
INITSAVEBUF
CheckSaveHeader(buffer, 'C','G','N','\0', size - SAVE_HEADER_SIZE);
uint32 tmp;
ReadSaveBuf(&tmp, buffer);
assert(tmp == nGeneralDataSize);
ReadSaveBuf(&NumOfCarGenerators, buffer);
ReadSaveBuf(&CurrentActiveCount, buffer);
ReadSaveBuf(&ProcessCounter, buffer);
ReadSaveBuf(&GenerateEvenIfPlayerIsCloseCounter, buffer);
SkipSaveBuf(buffer, 2);
ReadSaveBuf(&tmp, buffer);
assert(tmp == sizeof(CarGeneratorArray));
for (int i = 0; i < NUM_CARGENS; i++)
ReadSaveBuf(&CarGeneratorArray[i], buffer);
VALIDATESAVEBUF(size)
}

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#pragma once
#include "common.h"
#include "config.h"
enum {
CARGEN_MAXACTUALLIMIT = 100
};
class CCarGenerator
{
int32 m_nModelIndex;
CVector m_vecPos;
float m_fAngle;
int16 m_nColor1;
int16 m_nColor2;
uint8 m_bForceSpawn;
uint8 m_nAlarm;
uint8 m_nDoorlock;
int16 m_nMinDelay;
int16 m_nMaxDelay;
uint32 m_nTimer;
int32 m_nVehicleHandle;
uint16 m_nUsesRemaining;
bool m_bIsBlocking;
CVector m_vecInf;
CVector m_vecSup;
float m_fSize;
public:
void SwitchOff();
void SwitchOn();
uint32 CalcNextGen();
void DoInternalProcessing();
void Process();
void Setup(float x, float y, float z, float angle, int32 mi, int16 color1, int16 color2, uint8 force, uint8 alarm, uint8 lock, uint16 min_delay, uint16 max_delay);
bool CheckForBlockage();
bool CheckIfWithinRangeOfAnyPlayer();
void SetUsesRemaining(uint16 uses) { m_nUsesRemaining = uses; }
};
class CTheCarGenerators
{
public:
static uint8 ProcessCounter;
static uint32 NumOfCarGenerators;
static CCarGenerator CarGeneratorArray[NUM_CARGENS];
static uint8 GenerateEvenIfPlayerIsCloseCounter;
static uint32 CurrentActiveCount;
static void Process();
static int32 CreateCarGenerator(float x, float y, float z, float angle, int32 mi, int16 color1, int16 color2, uint8 force, uint8 alarm, uint8 lock, uint16 min_delay, uint16 max_delay);
static void Init();
static void SaveAllCarGenerators(uint8 *, uint32 *);
static void LoadAllCarGenerators(uint8 *, uint32);
};

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#include "common.h"
#include "Cranes.h"
#include "Camera.h"
#include "DMAudio.h"
#include "Garages.h"
#include "General.h"
#include "Entity.h"
#include "ModelIndices.h"
#include "Replay.h"
#include "Object.h"
#include "World.h"
#include "SaveBuf.h"
#define MAX_DISTANCE_TO_FIND_CRANE (10.0f)
#define CRANE_UPDATE_RADIUS (300.0f)
#define CRANE_MOVEMENT_PROCESSING_RADIUS (150.0f)
#define CRUSHER_Z (-0.951f)
#define MILITARY_Z (10.7862f)
#define DISTANCE_FROM_PLAYER_TO_REMOVE_VEHICLE (5.0f)
#define DISTANCE_FROM_HOOK_TO_VEHICLE_TO_COLLECT (0.5f)
#define CAR_REWARD_MILITARY_CRANE (1500)
#define CAR_MOVING_SPEED_THRESHOLD (0.01f)
#define CRANE_SLOWDOWN_MULTIPLIER (0.3f)
#define OSCILLATION_SPEED (0.002f)
#define CAR_ROTATION_SPEED (0.0035f)
#define CRANE_MOVEMENT_SPEED (0.001f)
#define HOOK_ANGLE_MOVEMENT_SPEED (0.004f)
#define HOOK_OFFSET_MOVEMENT_SPEED (0.1f)
#define HOOK_HEIGHT_MOVEMENT_SPEED (0.06f)
#define MESSAGE_SHOW_DURATION (4000)
#define MAX_DISTANCE (99999.9f)
#define MIN_VALID_POSITION (-10000.0f)
#define DEFAULT_OFFSET (20.0f)
#ifdef COMPATIBLE_SAVES
#define CRANES_SAVE_SIZE 0x400
#else
#define CRANES_SAVE_SIZE sizeof(aCranes)
#endif
uint32 TimerForCamInterpolation;
uint32 CCranes::CarsCollectedMilitaryCrane;
int32 CCranes::NumCranes;
CCrane CCranes::aCranes[NUM_CRANES];
void CCranes::InitCranes(void)
{
CarsCollectedMilitaryCrane = 0;
NumCranes = 0;
for (int i = 0; i < NUMSECTORS_X; i++) {
for (int j = 0; j < NUMSECTORS_Y; j++) {
for (CPtrNode* pNode = CWorld::GetSector(i, j)->m_lists[ENTITYLIST_BUILDINGS].first; pNode; pNode = pNode->next) {
CEntity* pEntity = (CEntity*)pNode->item;
if (MODELID_CRANE_1 == pEntity->GetModelIndex() ||
MODELID_CRANE_2 == pEntity->GetModelIndex() ||
MODELID_CRANE_3 == pEntity->GetModelIndex())
AddThisOneCrane(pEntity);
}
}
}
for (CPtrNode* pNode = CWorld::GetBigBuildingList(LEVEL_INDUSTRIAL).first; pNode; pNode = pNode->next) {
CEntity* pEntity = (CEntity*)pNode->item;
if (MODELID_CRANE_1 == pEntity->GetModelIndex() ||
MODELID_CRANE_2 == pEntity->GetModelIndex() ||
MODELID_CRANE_3 == pEntity->GetModelIndex())
AddThisOneCrane(pEntity);
}
}
void CCranes::AddThisOneCrane(CEntity* pEntity)
{
pEntity->GetMatrix().ResetOrientation();
if (NumCranes >= NUM_CRANES)
return;
CCrane* pCrane = &aCranes[NumCranes];
pCrane->Init();
pCrane->m_pCraneEntity = (CBuilding*)pEntity;
pCrane->m_nCraneStatus = CCrane::NONE;
pCrane->m_fHookAngle = NumCranes; // lol wtf
while (pCrane->m_fHookAngle > TWOPI)
pCrane->m_fHookAngle -= TWOPI;
pCrane->m_fHookOffset = DEFAULT_OFFSET;
pCrane->m_fHookHeight = DEFAULT_OFFSET;
pCrane->m_nTimeForNextCheck = 0;
pCrane->m_nCraneState = CCrane::IDLE;
pCrane->m_bWasMilitaryCrane = false;
pCrane->m_nAudioEntity = DMAudio.CreateEntity(AUDIOTYPE_CRANE, &aCranes[NumCranes]);
if (pCrane->m_nAudioEntity >= 0)
DMAudio.SetEntityStatus(pCrane->m_nAudioEntity, TRUE);
pCrane->m_bIsTop = (MODELID_CRANE_1 != pEntity->GetModelIndex());
// Is this used to avoid military crane?
if (pCrane->m_bIsTop || pEntity->GetPosition().y > 0.0f) {
CObject* pHook = new CObject(MI_MAGNET, false);
pHook->ObjectCreatedBy = MISSION_OBJECT;
pHook->bUsesCollision = false;
pHook->bExplosionProof = true;
pHook->bAffectedByGravity = false;
pCrane->m_pHook = pHook;
pCrane->CalcHookCoordinates(&pCrane->m_vecHookCurPos.x, &pCrane->m_vecHookCurPos.y, &pCrane->m_vecHookCurPos.z);
pCrane->SetHookMatrix();
}
else
pCrane->m_pHook = nil;
NumCranes++;
}
void CCranes::ActivateCrane(float fInfX, float fSupX, float fInfY, float fSupY, float fDropOffX, float fDropOffY, float fDropOffZ, float fHeading, bool bIsCrusher, bool bIsMilitary, float fPosX, float fPosY)
{
float fMinDistance = MAX_DISTANCE;
float X = fPosX, Y = fPosY;
if (X <= MIN_VALID_POSITION || Y <= MIN_VALID_POSITION) {
X = fDropOffX;
Y = fDropOffY;
}
int index = 0;
for (int i = 0; i < NumCranes; i++) {
float distance = (CVector2D(X, Y) - aCranes[i].m_pCraneEntity->GetPosition()).Magnitude();
if (distance < fMinDistance && distance < MAX_DISTANCE_TO_FIND_CRANE) {
fMinDistance = distance;
index = i;
}
}
#ifdef FIX_BUGS // classic
if (fMinDistance == MAX_DISTANCE)
return;
#endif
CCrane* pCrane = &aCranes[index];
pCrane->m_fPickupX1 = fInfX;
pCrane->m_fPickupX2 = fSupX;
pCrane->m_fPickupY1 = fInfY;
pCrane->m_fPickupY2 = fSupY;
pCrane->m_vecDropoffTarget.x = fDropOffX;
pCrane->m_vecDropoffTarget.y = fDropOffY;
pCrane->m_vecDropoffTarget.z = fDropOffZ;
pCrane->m_nCraneStatus = CCrane::ACTIVATED;
pCrane->m_pVehiclePickedUp = nil;
pCrane->m_nVehiclesCollected = 0;
pCrane->m_fDropoffHeading = fHeading;
pCrane->m_bIsCrusher = bIsCrusher;
pCrane->m_bIsMilitaryCrane = bIsMilitary;
bool military = true;
if (!bIsMilitary && !pCrane->m_bWasMilitaryCrane)
military = false;
pCrane->m_bWasMilitaryCrane = military;
pCrane->m_nTimeForNextCheck = 0;
pCrane->m_nCraneState = CCrane::IDLE;
float Z;
if (bIsCrusher)
Z = CRUSHER_Z;
else if (bIsMilitary)
Z = MILITARY_Z;
else
Z = CWorld::FindGroundZForCoord((fInfX + fSupX) / 2, (fInfY + fSupY) / 2);
pCrane->FindParametersForTarget((fInfX + fSupX) / 2, (fInfY + fSupY) / 2, Z, &pCrane->m_fPickupAngle, &pCrane->m_fPickupDistance, &pCrane->m_fPickupHeight);
pCrane->FindParametersForTarget(fDropOffX, fDropOffY, fDropOffZ, &pCrane->m_fDropoffAngle, &pCrane->m_fDropoffDistance, &pCrane->m_fDropoffHeight);
}
void CCranes::DeActivateCrane(float X, float Y)
{
float fMinDistance = MAX_DISTANCE;
int index = 0;
for (int i = 0; i < NumCranes; i++) {
float distance = (CVector2D(X, Y) - aCranes[i].m_pCraneEntity->GetPosition()).Magnitude();
if (distance < fMinDistance && distance < MAX_DISTANCE_TO_FIND_CRANE) {
fMinDistance = distance;
index = i;
}
}
#ifdef FIX_BUGS // classic
if (fMinDistance == MAX_DISTANCE)
return;
#endif
aCranes[index].m_nCraneStatus = CCrane::DEACTIVATED;
aCranes[index].m_nCraneState = CCrane::IDLE;
}
bool CCranes::IsThisCarPickedUp(float X, float Y, CVehicle* pVehicle)
{
int index = 0;
bool result = false;
for (int i = 0; i < NumCranes; i++) {
float distance = (CVector2D(X, Y) - aCranes[i].m_pCraneEntity->GetPosition()).Magnitude();
if (distance < MAX_DISTANCE_TO_FIND_CRANE && aCranes[i].m_pVehiclePickedUp == pVehicle) {
if (aCranes[i].m_nCraneState == CCrane::LIFTING_TARGET || aCranes[i].m_nCraneState == CCrane::ROTATING_TARGET)
result = true;
}
}
return result;
}
void CCranes::UpdateCranes(void)
{
for (int i = 0; i < NumCranes; i++) {
if (aCranes[i].m_bIsTop || aCranes[i].m_bIsCrusher ||
(TheCamera.GetPosition().x + CRANE_UPDATE_RADIUS > aCranes[i].m_pCraneEntity->GetPosition().x &&
TheCamera.GetPosition().x - CRANE_UPDATE_RADIUS < aCranes[i].m_pCraneEntity->GetPosition().x &&
TheCamera.GetPosition().y + CRANE_UPDATE_RADIUS > aCranes[i].m_pCraneEntity->GetPosition().y &&
TheCamera.GetPosition().y + CRANE_UPDATE_RADIUS < aCranes[i].m_pCraneEntity->GetPosition().y))
aCranes[i].Update();
}
}
void CCrane::Update(void)
{
if (CReplay::IsPlayingBack())
return;
if (((m_nCraneStatus == ACTIVATED || m_nCraneStatus == DEACTIVATED) &&
Abs(TheCamera.GetGameCamPosition().x - m_pCraneEntity->GetPosition().x) < CRANE_MOVEMENT_PROCESSING_RADIUS &&
Abs(TheCamera.GetGameCamPosition().y - m_pCraneEntity->GetPosition().y) < CRANE_MOVEMENT_PROCESSING_RADIUS) ||
m_nCraneState != IDLE) {
switch (m_nCraneState) {
case IDLE:
if (GoTowardsTarget(m_fPickupAngle, m_fPickupDistance, GetHeightToPickup()) &&
CTimer::GetTimeInMilliseconds() > m_nTimeForNextCheck) {
CWorld::AdvanceCurrentScanCode();
#ifdef FIX_BUGS
int xstart = Max(0, CWorld::GetSectorIndexX(m_fPickupX1));
int xend = Min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(m_fPickupX2));
int ystart = Max(0, CWorld::GetSectorIndexY(m_fPickupY1));
int yend = Min(NUMSECTORS_Y - 1, CWorld::GetSectorIndexY(m_fPickupY2));
#else
int xstart = CWorld::GetSectorIndexX(m_fPickupX1);
int xend = CWorld::GetSectorIndexX(m_fPickupX2);
int ystart = CWorld::GetSectorIndexY(m_fPickupY1);
int yend = CWorld::GetSectorIndexY(m_fPickupY1);
#endif
assert(xstart <= xend);
assert(ystart <= yend);
for (int i = xstart; i <= xend; i++) {
for (int j = ystart; j <= yend; j++) {
FindCarInSectorList(&CWorld::GetSector(i, j)->m_lists[ENTITYLIST_VEHICLES]);
FindCarInSectorList(&CWorld::GetSector(i, j)->m_lists[ENTITYLIST_VEHICLES_OVERLAP]);
}
}
}
break;
case GOING_TOWARDS_TARGET:
if (m_pVehiclePickedUp){
if (m_pVehiclePickedUp->GetPosition().x < m_fPickupX1 ||
m_pVehiclePickedUp->GetPosition().x > m_fPickupX2 ||
m_pVehiclePickedUp->GetPosition().y < m_fPickupY1 ||
m_pVehiclePickedUp->GetPosition().y > m_fPickupY2 ||
m_pVehiclePickedUp->pDriver ||
Abs(m_pVehiclePickedUp->GetMoveSpeed().x) > CAR_MOVING_SPEED_THRESHOLD ||
Abs(m_pVehiclePickedUp->GetMoveSpeed().y) > CAR_MOVING_SPEED_THRESHOLD ||
Abs(m_pVehiclePickedUp->GetMoveSpeed().z) > CAR_MOVING_SPEED_THRESHOLD ||
(FindPlayerPed()->GetPedState() == PED_ENTER_CAR
#ifdef FIX_BUGS
|| FindPlayerPed()->GetPedState() == PED_CARJACK
#endif
) && FindPlayerPed()->m_pSeekTarget == m_pVehiclePickedUp) {
m_pVehiclePickedUp = nil;
m_nCraneState = IDLE;
}
else {
float fAngle, fOffset, fHeight;
FindParametersForTarget(
m_pVehiclePickedUp->GetPosition().x,
m_pVehiclePickedUp->GetPosition().y,
m_pVehiclePickedUp->GetPosition().z + m_pVehiclePickedUp->GetColModel()->boundingBox.max.z,
&fAngle, &fOffset, &fHeight);
if (GoTowardsTarget(fAngle, fOffset, fHeight)) {
CVector distance = m_pVehiclePickedUp->GetPosition() - m_vecHookCurPos;
distance.z += m_pVehiclePickedUp->GetColModel()->boundingBox.max.z;
if (distance.MagnitudeSqr() < SQR(DISTANCE_FROM_HOOK_TO_VEHICLE_TO_COLLECT)) {
m_nCraneState = GOING_TOWARDS_TARGET_ONLY_HEIGHT;
m_vecHookVelocity *= 0.4f;
m_pVehiclePickedUp->bLightsOn = false;
m_pVehiclePickedUp->bUsesCollision = false;
if (m_bIsCrusher)
m_pVehiclePickedUp->bCollisionProof = true;
DMAudio.PlayOneShot(m_nAudioEntity, SOUND_CRANE_PICKUP, 0.0f);
}
}
}
}
else
m_nCraneState = IDLE;
break;
case LIFTING_TARGET:
RotateCarriedCarProperly();
if (GoTowardsTarget(m_fDropoffAngle, m_fDropoffDistance, GetHeightToDropoff(), CRANE_SLOWDOWN_MULTIPLIER))
m_nCraneState = ROTATING_TARGET;
if (!m_pVehiclePickedUp || m_pVehiclePickedUp->pDriver) {
m_pVehiclePickedUp = nil;
m_nCraneState = IDLE;
}
break;
case GOING_TOWARDS_TARGET_ONLY_HEIGHT:
RotateCarriedCarProperly();
if (GoTowardsHeightTarget(GetHeightToPickupHeight(), CRANE_SLOWDOWN_MULTIPLIER))
m_nCraneState = LIFTING_TARGET;
TimerForCamInterpolation = CTimer::GetTimeInMilliseconds();
if (!m_pVehiclePickedUp || m_pVehiclePickedUp->pDriver) {
m_pVehiclePickedUp = nil;
m_nCraneState = IDLE;
}
break;
case ROTATING_TARGET:
{
bool bRotateFinished = RotateCarriedCarProperly();
bool bMovementFinished = GoTowardsTarget(m_fDropoffAngle, m_fDropoffDistance, m_fDropoffHeight, 0.3f);
if (bMovementFinished && bRotateFinished) {
float fDistanceFromPlayer = m_pVehiclePickedUp ? ((CVector2D)FindPlayerCoors() - (CVector2D)m_pVehiclePickedUp->GetPosition()).Magnitude() : 0.0f;
if (fDistanceFromPlayer > DISTANCE_FROM_PLAYER_TO_REMOVE_VEHICLE || !m_bWasMilitaryCrane) {
m_nCraneState = DROPPING_TARGET;
if (m_pVehiclePickedUp) {
m_pVehiclePickedUp->bUsesCollision = true;
m_pVehiclePickedUp->m_nStaticFrames = 0;
++m_nVehiclesCollected;
if (m_bIsMilitaryCrane) {
CCranes::RegisterCarForMilitaryCrane(m_pVehiclePickedUp->GetModelIndex());
if (!CCranes::HaveAllCarsBeenCollectedByMilitaryCrane()) {
CWorld::Players[CWorld::PlayerInFocus].m_nMoney += CAR_REWARD_MILITARY_CRANE;
CGarages::TriggerMessage("GA_10", CAR_REWARD_MILITARY_CRANE, MESSAGE_SHOW_DURATION, -1);
}
CWorld::Remove(m_pVehiclePickedUp);
delete m_pVehiclePickedUp;
}
}
m_pVehiclePickedUp = nil;
}
}
break;
}
case DROPPING_TARGET:
if (GoTowardsTarget(m_fDropoffAngle, m_fDropoffDistance, GetHeightToDropoffHeight(), CRANE_SLOWDOWN_MULTIPLIER)) {
m_nCraneState = IDLE;
m_nTimeForNextCheck = CTimer::GetTimeInMilliseconds() + 10000;
}
break;
default:
break;
}
CVector vecHook;
CalcHookCoordinates(&vecHook.x, &vecHook.y, &vecHook.z);
m_vecHookVelocity += ((CVector2D)vecHook - (CVector2D)m_vecHookCurPos) * CTimer::GetTimeStep() * CRANE_MOVEMENT_SPEED;
m_vecHookVelocity *= Pow(0.98f, CTimer::GetTimeStep());
m_vecHookCurPos.x += m_vecHookVelocity.x * CTimer::GetTimeStep();
m_vecHookCurPos.y += m_vecHookVelocity.y * CTimer::GetTimeStep();
m_vecHookCurPos.z = vecHook.z;
switch (m_nCraneState) {
case LIFTING_TARGET:
case GOING_TOWARDS_TARGET_ONLY_HEIGHT:
case ROTATING_TARGET:
if (m_pVehiclePickedUp) {
m_pVehiclePickedUp->SetPosition(m_vecHookCurPos.x, m_vecHookCurPos.y, m_vecHookCurPos.z - m_pVehiclePickedUp->GetColModel()->boundingBox.max.z);
m_pVehiclePickedUp->SetMoveSpeed(0.0f, 0.0f, 0.0f);
CVector up(vecHook.x - m_vecHookCurPos.x, vecHook.y - m_vecHookCurPos.y, 20.0f);
up.Normalise();
m_pVehiclePickedUp->GetRight() = CrossProduct(m_pVehiclePickedUp->GetForward(), up);
m_pVehiclePickedUp->GetForward() = CrossProduct(up, m_pVehiclePickedUp->GetRight());
m_pVehiclePickedUp->GetUp() = up;
}
break;
default:
break;
}
}
else {
int16 rnd = (m_pCraneEntity->m_randomSeed + (CTimer::GetTimeInMilliseconds() >> 11)) & 0xF;
// 16 options, lasting 2048 ms each
// a bit awkward: why there are 4 periods for -= and 6 for +=? is it a bug?
if (rnd < 4) {
m_fHookAngle -= OSCILLATION_SPEED * CTimer::GetTimeStep();
if (m_fHookAngle < 0.0f)
m_fHookAngle += TWOPI;
}
else if (rnd > 5 && rnd < 12) {
m_fHookAngle += OSCILLATION_SPEED * CTimer::GetTimeStep();
if (m_fHookAngle > TWOPI)
m_fHookAngle -= TWOPI;
}
CalcHookCoordinates(&m_vecHookCurPos.x, &m_vecHookCurPos.y, &m_vecHookCurPos.z);
m_vecHookVelocity.x = m_vecHookVelocity.y = 0.0f;
}
float fCos = Cos(m_fHookAngle);
float fSin = Sin(m_fHookAngle);
m_pCraneEntity->GetRight().x = fCos;
m_pCraneEntity->GetForward().y = fCos;
m_pCraneEntity->GetRight().y = fSin;
m_pCraneEntity->GetForward().x = -fSin;
m_pCraneEntity->GetMatrix().UpdateRW();
m_pCraneEntity->UpdateRwFrame();
SetHookMatrix();
}
bool CCrane::RotateCarriedCarProperly()
{
if (m_fDropoffHeading <= 0.0f)
return true;
if (!m_pVehiclePickedUp)
return true;
float fAngleDelta = m_fDropoffHeading - CGeneral::GetATanOfXY(m_pVehiclePickedUp->GetForward().x, m_pVehiclePickedUp->GetForward().y);
while (fAngleDelta < -HALFPI)
fAngleDelta += PI;
while (fAngleDelta > HALFPI)
fAngleDelta -= PI;
float fDeltaThisFrame = CAR_ROTATION_SPEED * CTimer::GetTimeStep();
if (Abs(fAngleDelta) <= fDeltaThisFrame) // no rotation is actually applied?
return true;
m_pVehiclePickedUp->GetMatrix().RotateZ(fAngleDelta < 0 ? -fDeltaThisFrame : fDeltaThisFrame);
return false;
}
void CCrane::FindCarInSectorList(CPtrList* pList)
{
CPtrNode* node;
for (node = pList->first; node; node = node->next) {
CVehicle* pVehicle = (CVehicle*)node->item;
if (pVehicle->m_scanCode == CWorld::GetCurrentScanCode())
continue;
pVehicle->m_scanCode = CWorld::GetCurrentScanCode();
if (pVehicle->GetPosition().x < m_fPickupX1 || pVehicle->GetPosition().x > m_fPickupX2 ||
pVehicle->GetPosition().y < m_fPickupY1 || pVehicle->GetPosition().y > m_fPickupY2)
continue;
if (pVehicle->pDriver)
continue;
if (Abs(pVehicle->GetMoveSpeed().x) >= CAR_MOVING_SPEED_THRESHOLD ||
Abs(pVehicle->GetMoveSpeed().y) >= CAR_MOVING_SPEED_THRESHOLD ||
Abs(pVehicle->GetMoveSpeed().z) >= CAR_MOVING_SPEED_THRESHOLD)
continue;
if (!pVehicle->IsCar() || pVehicle->GetStatus() == STATUS_WRECKED || pVehicle->m_fHealth < 250.0f)
continue;
if (!DoesCranePickUpThisCarType(pVehicle->GetModelIndex()) ||
m_bIsMilitaryCrane && CCranes::DoesMilitaryCraneHaveThisOneAlready(pVehicle->GetModelIndex())) {
if (!pVehicle->bCraneMessageDone) {
pVehicle->bCraneMessageDone = true;
if (!m_bIsMilitaryCrane)
CGarages::TriggerMessage("CR_1", -1, MESSAGE_SHOW_DURATION, -1); // Crane cannot lift this vehicle.
else if (DoesCranePickUpThisCarType(pVehicle->GetModelIndex()))
CGarages::TriggerMessage("GA_20", -1, MESSAGE_SHOW_DURATION, -1); // We got more of these than we can shift. Sorry man, no deal.
else
CGarages::TriggerMessage("GA_19", -1, MESSAGE_SHOW_DURATION, -1); // We're not interested in that model.
}
}
else {
m_pVehiclePickedUp = pVehicle;
pVehicle->RegisterReference((CEntity**)&m_pVehiclePickedUp);
m_nCraneState = GOING_TOWARDS_TARGET;
}
}
}
bool CCrane::DoesCranePickUpThisCarType(uint32 mi)
{
if (m_bIsCrusher) {
return mi != MI_FIRETRUCK &&
mi != MI_TRASH &&
#ifdef FIX_BUGS
mi != MI_COACH &&
#else
mi != MI_BLISTA &&
#endif
mi != MI_SECURICA &&
mi != MI_BUS &&
mi != MI_DODO &&
mi != MI_RHINO;
}
if (m_bIsMilitaryCrane) {
return mi == MI_FIRETRUCK ||
mi == MI_AMBULAN ||
mi == MI_ENFORCER ||
mi == MI_FBICAR ||
mi == MI_RHINO ||
mi == MI_BARRACKS ||
mi == MI_POLICE;
}
return true;
}
bool CCranes::DoesMilitaryCraneHaveThisOneAlready(uint32 mi)
{
switch (mi) {
case MI_FIRETRUCK: return (CarsCollectedMilitaryCrane & 1);
case MI_AMBULAN: return (CarsCollectedMilitaryCrane & 2);
case MI_ENFORCER: return (CarsCollectedMilitaryCrane & 4);
case MI_FBICAR: return (CarsCollectedMilitaryCrane & 8);
case MI_RHINO: return (CarsCollectedMilitaryCrane & 0x10);
case MI_BARRACKS: return (CarsCollectedMilitaryCrane & 0x20);
case MI_POLICE: return (CarsCollectedMilitaryCrane & 0x40);
default: break;
}
return false;
}
void CCranes::RegisterCarForMilitaryCrane(uint32 mi)
{
switch (mi) {
case MI_FIRETRUCK: CarsCollectedMilitaryCrane |= 1; break;
case MI_AMBULAN: CarsCollectedMilitaryCrane |= 2; break;
case MI_ENFORCER: CarsCollectedMilitaryCrane |= 4; break;
case MI_FBICAR: CarsCollectedMilitaryCrane |= 8; break;
case MI_RHINO: CarsCollectedMilitaryCrane |= 0x10; break;
case MI_BARRACKS: CarsCollectedMilitaryCrane |= 0x20; break;
case MI_POLICE: CarsCollectedMilitaryCrane |= 0x40; break;
default: break;
}
}
bool CCranes::HaveAllCarsBeenCollectedByMilitaryCrane()
{
return (CarsCollectedMilitaryCrane & 0x7F) == 0x7F;
}
bool CCrane::GoTowardsTarget(float fAngleToTarget, float fDistanceToTarget, float fTargetHeight, float fSpeedMultiplier)
{
bool bAngleMovementFinished, bOffsetMovementFinished, bHeightMovementFinished;
float fHookAngleDelta = fAngleToTarget - m_fHookAngle;
while (fHookAngleDelta > PI)
fHookAngleDelta -= TWOPI;
while (fHookAngleDelta < -PI)
fHookAngleDelta += TWOPI;
float fHookAngleChangeThisFrame = fSpeedMultiplier * CTimer::GetTimeStep() * HOOK_ANGLE_MOVEMENT_SPEED;
if (Abs(fHookAngleDelta) < fHookAngleChangeThisFrame) {
m_fHookAngle = fAngleToTarget;
bAngleMovementFinished = true;
} else {
if (fHookAngleDelta < 0.0f) {
m_fHookAngle -= fHookAngleChangeThisFrame;
if (m_fHookAngle < 0.0f)
m_fHookAngle += TWOPI;
}
else {
m_fHookAngle += fHookAngleChangeThisFrame;
if (m_fHookAngle > TWOPI)
m_fHookAngle -= TWOPI;
}
bAngleMovementFinished = false;
}
float fHookOffsetDelta = fDistanceToTarget - m_fHookOffset;
float fHookOffsetChangeThisFrame = fSpeedMultiplier * CTimer::GetTimeStep() * HOOK_OFFSET_MOVEMENT_SPEED;
if (Abs(fHookOffsetDelta) < fHookOffsetChangeThisFrame) {
m_fHookOffset = fDistanceToTarget;
bOffsetMovementFinished = true;
} else {
if (fHookOffsetDelta < 0.0f)
m_fHookOffset -= fHookOffsetChangeThisFrame;
else
m_fHookOffset += fHookOffsetChangeThisFrame;
bOffsetMovementFinished = false;
}
float fHookHeightDelta = fTargetHeight - m_fHookHeight;
float fHookHeightChangeThisFrame = fSpeedMultiplier * CTimer::GetTimeStep() * HOOK_HEIGHT_MOVEMENT_SPEED;
if (Abs(fHookHeightDelta) < fHookHeightChangeThisFrame) {
m_fHookHeight = fTargetHeight;
bHeightMovementFinished = true;
} else {
if (fHookHeightDelta < 0.0f)
m_fHookHeight -= fHookHeightChangeThisFrame;
else
m_fHookHeight += fHookHeightChangeThisFrame;
bHeightMovementFinished = false;
}
return bAngleMovementFinished && bOffsetMovementFinished && bHeightMovementFinished;
}
bool CCrane::GoTowardsHeightTarget(float fTargetHeight, float fSpeedMultiplier)
{
bool bHeightMovementFinished;
float fHookHeightDelta = fTargetHeight - m_fHookHeight;
float fHookHeightChangeThisFrame = fSpeedMultiplier * CTimer::GetTimeStep() * HOOK_HEIGHT_MOVEMENT_SPEED;
if (Abs(fHookHeightDelta) < fHookHeightChangeThisFrame) {
m_fHookHeight = fTargetHeight;
bHeightMovementFinished = true;
} else {
if (fHookHeightDelta < 0.0f)
m_fHookHeight -= fHookHeightChangeThisFrame;
else
m_fHookHeight += fHookHeightChangeThisFrame;
bHeightMovementFinished = false;
}
return bHeightMovementFinished;
}
void CCrane::FindParametersForTarget(float X, float Y, float Z, float* pAngle, float* pDistance, float* pHeight)
{
*pAngle = CGeneral::GetATanOfXY(X - m_pCraneEntity->GetPosition().x, Y - m_pCraneEntity->GetPosition().y);
*pDistance = ((CVector2D(X, Y) - (CVector2D)m_pCraneEntity->GetPosition())).Magnitude();
*pHeight = Z;
}
void CCrane::CalcHookCoordinates(float* pX, float* pY, float* pZ)
{
*pX = Cos(m_fHookAngle) * m_fHookOffset + m_pCraneEntity->GetPosition().x;
*pY = Sin(m_fHookAngle) * m_fHookOffset + m_pCraneEntity->GetPosition().y;
*pZ = m_fHookHeight;
}
void CCrane::SetHookMatrix()
{
if (m_pHook == nil)
return;
m_pHook->SetPosition(m_vecHookCurPos);
CVector up(m_vecHookInitPos.x - m_vecHookCurPos.x, m_vecHookInitPos.y - m_vecHookCurPos.y, 20.0f);
up.Normalise();
m_pHook->GetRight() = CrossProduct(CVector(0.0f, 1.0f, 0.0f), up);
m_pHook->GetForward() = CrossProduct(up, m_pHook->GetRight());
m_pHook->GetUp() = up;
m_pHook->SetOrientation(0.0f, 0.0f, -HALFPI);
m_pHook->GetMatrix().UpdateRW();
m_pHook->UpdateRwFrame();
CWorld::Remove(m_pHook);
CWorld::Add(m_pHook);
}
bool CCranes::IsThisCarBeingCarriedByAnyCrane(CVehicle* pVehicle)
{
for (int i = 0; i < NumCranes; i++) {
if (pVehicle == aCranes[i].m_pVehiclePickedUp) {
switch (aCranes[i].m_nCraneState) {
case CCrane::GOING_TOWARDS_TARGET_ONLY_HEIGHT:
case CCrane::LIFTING_TARGET:
case CCrane::ROTATING_TARGET:
return true;
default:
break;
}
}
}
return false;
}
bool CCranes::IsThisCarBeingTargettedByAnyCrane(CVehicle* pVehicle)
{
for (int i = 0; i < NumCranes; i++) {
if (pVehicle == aCranes[i].m_pVehiclePickedUp)
return true;
}
return false;
}
void CCranes::Save(uint8* buf, uint32* size)
{
INITSAVEBUF
*size = 2 * sizeof(uint32) + CRANES_SAVE_SIZE;
WriteSaveBuf(buf, NumCranes);
WriteSaveBuf(buf, CarsCollectedMilitaryCrane);
for (int i = 0; i < NUM_CRANES; i++) {
#ifdef COMPATIBLE_SAVES
int32 tmp = aCranes[i].m_pCraneEntity != nil ? CPools::GetBuildingPool()->GetJustIndex_NoFreeAssert(aCranes[i].m_pCraneEntity) + 1 : 0;
WriteSaveBuf(buf, tmp);
tmp = aCranes[i].m_pHook != nil ? CPools::GetObjectPool()->GetJustIndex_NoFreeAssert(aCranes[i].m_pHook) + 1 : 0;
WriteSaveBuf(buf, tmp);
WriteSaveBuf(buf, aCranes[i].m_nAudioEntity);
WriteSaveBuf(buf, aCranes[i].m_fPickupX1);
WriteSaveBuf(buf, aCranes[i].m_fPickupX2);
WriteSaveBuf(buf, aCranes[i].m_fPickupY1);
WriteSaveBuf(buf, aCranes[i].m_fPickupY2);
WriteSaveBuf(buf, aCranes[i].m_vecDropoffTarget);
WriteSaveBuf(buf, aCranes[i].m_fDropoffHeading);
WriteSaveBuf(buf, aCranes[i].m_fPickupAngle);
WriteSaveBuf(buf, aCranes[i].m_fDropoffAngle);
WriteSaveBuf(buf, aCranes[i].m_fPickupDistance);
WriteSaveBuf(buf, aCranes[i].m_fDropoffDistance);
WriteSaveBuf(buf, aCranes[i].m_fPickupHeight);
WriteSaveBuf(buf, aCranes[i].m_fDropoffHeight);
WriteSaveBuf(buf, aCranes[i].m_fHookAngle);
WriteSaveBuf(buf, aCranes[i].m_fHookOffset);
WriteSaveBuf(buf, aCranes[i].m_fHookHeight);
WriteSaveBuf(buf, aCranes[i].m_vecHookInitPos);
WriteSaveBuf(buf, aCranes[i].m_vecHookCurPos);
WriteSaveBuf(buf, aCranes[i].m_vecHookVelocity);
tmp = aCranes[i].m_pVehiclePickedUp != nil ? CPools::GetVehiclePool()->GetJustIndex_NoFreeAssert(aCranes[i].m_pVehiclePickedUp) + 1 : 0;
WriteSaveBuf(buf, tmp);
WriteSaveBuf(buf, aCranes[i].m_nTimeForNextCheck);
WriteSaveBuf(buf, aCranes[i].m_nCraneStatus);
WriteSaveBuf(buf, aCranes[i].m_nCraneState);
WriteSaveBuf(buf, aCranes[i].m_nVehiclesCollected);
WriteSaveBuf(buf, aCranes[i].m_bIsCrusher);
WriteSaveBuf(buf, aCranes[i].m_bIsMilitaryCrane);
WriteSaveBuf(buf, aCranes[i].m_bWasMilitaryCrane);
WriteSaveBuf(buf, aCranes[i].m_bIsTop);
ZeroSaveBuf(buf, 1);
#else
CCrane *pCrane = WriteSaveBuf(buf, aCranes[i]);
if (pCrane->m_pCraneEntity != nil)
pCrane->m_pCraneEntity = (CBuilding*)(CPools::GetBuildingPool()->GetJustIndex_NoFreeAssert(pCrane->m_pCraneEntity) + 1);
if (pCrane->m_pHook != nil)
pCrane->m_pHook = (CObject*)(CPools::GetObjectPool()->GetJustIndex_NoFreeAssert(pCrane->m_pHook) + 1);
if (pCrane->m_pVehiclePickedUp != nil)
pCrane->m_pVehiclePickedUp = (CVehicle*)(CPools::GetVehiclePool()->GetJustIndex_NoFreeAssert(pCrane->m_pVehiclePickedUp) + 1);
#endif
}
VALIDATESAVEBUF(*size);
}
void CCranes::Load(uint8* buf, uint32 size)
{
INITSAVEBUF
ReadSaveBuf(&NumCranes, buf);
ReadSaveBuf(&CarsCollectedMilitaryCrane, buf);
for (int i = 0; i < NUM_CRANES; i++) {
#ifdef COMPATIBLE_SAVES
int32 tmp;
ReadSaveBuf(&tmp, buf);
aCranes[i].m_pCraneEntity = tmp != 0 ? CPools::GetBuildingPool()->GetSlot(tmp - 1) : nil;
ReadSaveBuf(&tmp, buf);
aCranes[i].m_pHook = tmp != 0 ? CPools::GetObjectPool()->GetSlot(tmp - 1) : nil;
ReadSaveBuf(&aCranes[i].m_nAudioEntity, buf);
ReadSaveBuf(&aCranes[i].m_fPickupX1, buf);
ReadSaveBuf(&aCranes[i].m_fPickupX2, buf);
ReadSaveBuf(&aCranes[i].m_fPickupY1, buf);
ReadSaveBuf(&aCranes[i].m_fPickupY2, buf);
ReadSaveBuf(&aCranes[i].m_vecDropoffTarget, buf);
ReadSaveBuf(&aCranes[i].m_fDropoffHeading, buf);
ReadSaveBuf(&aCranes[i].m_fPickupAngle, buf);
ReadSaveBuf(&aCranes[i].m_fDropoffAngle, buf);
ReadSaveBuf(&aCranes[i].m_fPickupDistance, buf);
ReadSaveBuf(&aCranes[i].m_fDropoffDistance, buf);
ReadSaveBuf(&aCranes[i].m_fPickupHeight, buf);
ReadSaveBuf(&aCranes[i].m_fDropoffHeight, buf);
ReadSaveBuf(&aCranes[i].m_fHookAngle, buf);
ReadSaveBuf(&aCranes[i].m_fHookOffset, buf);
ReadSaveBuf(&aCranes[i].m_fHookHeight, buf);
ReadSaveBuf(&aCranes[i].m_vecHookInitPos, buf);
ReadSaveBuf(&aCranes[i].m_vecHookCurPos, buf);
ReadSaveBuf(&aCranes[i].m_vecHookVelocity, buf);
ReadSaveBuf(&tmp, buf);
aCranes[i].m_pVehiclePickedUp = tmp != 0 ? CPools::GetVehiclePool()->GetSlot(tmp - 1) : nil;
ReadSaveBuf(&aCranes[i].m_nTimeForNextCheck, buf);
ReadSaveBuf(&aCranes[i].m_nCraneStatus, buf);
ReadSaveBuf(&aCranes[i].m_nCraneState, buf);
ReadSaveBuf(&aCranes[i].m_nVehiclesCollected, buf);
ReadSaveBuf(&aCranes[i].m_bIsCrusher, buf);
ReadSaveBuf(&aCranes[i].m_bIsMilitaryCrane, buf);
ReadSaveBuf(&aCranes[i].m_bWasMilitaryCrane, buf);
ReadSaveBuf(&aCranes[i].m_bIsTop, buf);
SkipSaveBuf(buf, 1);
#else
ReadSaveBuf(&aCranes[i], buf);
}
for (int i = 0; i < NUM_CRANES; i++) {
CCrane *pCrane = &aCranes[i];
if (pCrane->m_pCraneEntity != nil)
pCrane->m_pCraneEntity = CPools::GetBuildingPool()->GetSlot((uintptr)pCrane->m_pCraneEntity - 1);
if (pCrane->m_pHook != nil)
pCrane->m_pHook = CPools::GetObjectPool()->GetSlot((uintptr)pCrane->m_pHook - 1);
if (pCrane->m_pVehiclePickedUp != nil)
pCrane->m_pVehiclePickedUp = CPools::GetVehiclePool()->GetSlot((uintptr)pCrane->m_pVehiclePickedUp - 1);
#endif
}
for (int i = 0; i < NUM_CRANES; i++) {
aCranes[i].m_nAudioEntity = DMAudio.CreateEntity(AUDIOTYPE_CRANE, &aCranes[i]);
if (aCranes[i].m_nAudioEntity != 0)
DMAudio.SetEntityStatus(aCranes[i].m_nAudioEntity, TRUE);
}
VALIDATESAVEBUF(size);
}

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src/vehicles/Cranes.h Normal file
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#pragma once
#include "common.h"
#include "World.h"
class CVehicle;
class CEntity;
class CObject;
class CBuilding;
class CCrane
{
public:
enum CraneState {
IDLE = 0,
GOING_TOWARDS_TARGET = 1,
LIFTING_TARGET = 2,
GOING_TOWARDS_TARGET_ONLY_HEIGHT = 3,
ROTATING_TARGET = 4,
DROPPING_TARGET = 5
};
enum CraneStatus {
NONE = 0,
ACTIVATED = 1,
DEACTIVATED = 2
};
CBuilding *m_pCraneEntity;
CObject *m_pHook;
int32 m_nAudioEntity;
float m_fPickupX1;
float m_fPickupX2;
float m_fPickupY1;
float m_fPickupY2;
CVector m_vecDropoffTarget;
float m_fDropoffHeading;
float m_fPickupAngle;
float m_fDropoffAngle;
float m_fPickupDistance;
float m_fDropoffDistance;
float m_fPickupHeight;
float m_fDropoffHeight;
float m_fHookAngle;
float m_fHookOffset;
float m_fHookHeight;
CVector m_vecHookInitPos;
CVector m_vecHookCurPos;
CVector2D m_vecHookVelocity;
CVehicle *m_pVehiclePickedUp;
uint32 m_nTimeForNextCheck;
uint8 m_nCraneStatus;
uint8 m_nCraneState;
uint8 m_nVehiclesCollected;
bool m_bIsCrusher;
bool m_bIsMilitaryCrane;
bool m_bWasMilitaryCrane;
bool m_bIsTop;
void Init(void) { memset(this, 0, sizeof(*this)); }
void Update(void);
bool RotateCarriedCarProperly(void);
void FindCarInSectorList(CPtrList* pList);
bool DoesCranePickUpThisCarType(uint32 mi);
bool GoTowardsTarget(float fAngleToTarget, float fDistanceToTarget, float fTargetHeight, float fSpeedMultiplier = 1.0f);
bool GoTowardsHeightTarget(float fTargetHeight, float fSpeedMultiplier = 1.0f);
void FindParametersForTarget(float X, float Y, float Z, float* pAngle, float* pDistance, float* pHeight);
void CalcHookCoordinates(float* pX, float* pY, float* pZ);
void SetHookMatrix(void);
float GetHeightToPickup() { return 4.0f + m_fPickupHeight + (m_bIsCrusher ? 4.5f : 0.0f); };
float GetHeightToDropoff() { return m_bIsCrusher ? (2.0f + m_fDropoffHeight + 3.0f) : (2.0f + m_fDropoffHeight); }
float GetHeightToPickupHeight() { return m_fPickupHeight + (m_bIsCrusher ? 7.0f : 4.0f); }
float GetHeightToDropoffHeight() { return m_fDropoffHeight + (m_bIsCrusher ? 7.0f : 2.0f); }
};
VALIDATE_SIZE(CCrane, 128);
class CCranes
{
public:
static void InitCranes(void);
static void AddThisOneCrane(CEntity* pCraneEntity);
static void ActivateCrane(float fInfX, float fSupX, float fInfY, float fSupY, float fDropOffX, float fDropOffY, float fDropOffZ, float fHeading, bool bIsCrusher, bool bIsMilitary, float fPosX, float fPosY);
static void DeActivateCrane(float fX, float fY);
static bool IsThisCarPickedUp(float fX, float fY, CVehicle* pVehicle);
static void UpdateCranes(void);
static bool DoesMilitaryCraneHaveThisOneAlready(uint32 mi);
static void RegisterCarForMilitaryCrane(uint32 mi);
static bool HaveAllCarsBeenCollectedByMilitaryCrane(void);
static bool IsThisCarBeingCarriedByAnyCrane(CVehicle* pVehicle);
static bool IsThisCarBeingTargettedByAnyCrane(CVehicle* pVehicle);
static void Save(uint8* buf, uint32* size);
static void Load(uint8* buf, uint32 size); // out of class in III PC and later because of SecuROM
static uint32 CarsCollectedMilitaryCrane;
static int32 NumCranes;
static CCrane aCranes[NUM_CRANES];
};

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#include "common.h"
#include "General.h"
#include "Vehicle.h"
#include "DamageManager.h"
float G_aComponentDamage[] = { 2.5f, 1.25f, 3.2f, 1.4f, 2.5f, 2.8f, 0.5f };
CDamageManager::CDamageManager(void)
{
ResetDamageStatus();
m_fWheelDamageEffect = 0.75f;
field_18 = 1;
}
void
CDamageManager::ResetDamageStatus(void)
{
memset(this, 0, sizeof(*this));
}
void
CDamageManager::FuckCarCompletely(void)
{
int i;
m_wheelStatus[0] = WHEEL_STATUS_MISSING;
// wheels 1-3 not reset?
for(i = 0; i < ARRAY_SIZE(m_doorStatus); i++)
m_doorStatus[i] = DOOR_STATUS_MISSING;
for(i = 0; i < 3; i++){
#ifdef FIX_BUGS
ProgressPanelDamage(VEHBUMPER_FRONT);
ProgressPanelDamage(VEHBUMPER_REAR);
#else
// this can't be right
ProgressPanelDamage(COMPONENT_BUMPER_FRONT);
ProgressPanelDamage(COMPONENT_BUMPER_REAR);
#endif
}
// Why set to no damage?
#ifndef FIX_BUGS
m_lightStatus = 0;
m_panelStatus = 0;
#endif
SetEngineStatus(250);
}
bool
CDamageManager::ApplyDamage(tComponent component, float damage, float unused)
{
tComponentGroup group;
uint8 subComp;
GetComponentGroup(component, &group, &subComp);
damage *= G_aComponentDamage[group];
if(damage > 150.0f){
switch(group){
case COMPGROUP_WHEEL:
ProgressWheelDamage(subComp);
break;
case COMPGROUP_DOOR:
case COMPGROUP_BOOT:
ProgressDoorDamage(subComp);
break;
case COMPGROUP_BONNET:
if(damage > 220.0f)
ProgressEngineDamage();
ProgressDoorDamage(subComp);
break;
case COMPGROUP_PANEL:
// so windscreen is a light?
SetLightStatus((eLights)subComp, 1);
// fall through
case COMPGROUP_BUMPER:
if(damage > 220.0f &&
(component == COMPONENT_PANEL_FRONT_LEFT ||
component == COMPONENT_PANEL_FRONT_RIGHT ||
component == COMPONENT_PANEL_WINDSCREEN))
ProgressEngineDamage();
ProgressPanelDamage(subComp);
break;
default: break;
}
return true;
}
return false;
}
bool
CDamageManager::GetComponentGroup(tComponent component, tComponentGroup *componentGroup, uint8 *subComp)
{
*subComp = -2; // ??
// This is done very strangely in the game, maybe an optimized switch?
if(component >= COMPONENT_PANEL_FRONT_LEFT){
if(component >= COMPONENT_BUMPER_FRONT)
*componentGroup = COMPGROUP_BUMPER;
else
*componentGroup = COMPGROUP_PANEL;
*subComp = component - COMPONENT_PANEL_FRONT_LEFT;
return true;
}else if(component >= COMPONENT_DOOR_BONNET){
if(component == COMPONENT_DOOR_BONNET)
*componentGroup = COMPGROUP_BONNET;
else if(component == COMPONENT_DOOR_BOOT)
*componentGroup = COMPGROUP_BOOT;
else
*componentGroup = COMPGROUP_DOOR;
*subComp = component - COMPONENT_DOOR_BONNET;
return true;
}else if(component >= COMPONENT_WHEEL_FRONT_LEFT){
*componentGroup = COMPGROUP_WHEEL;
*subComp = component - COMPONENT_WHEEL_FRONT_LEFT;
return true;
}else if(component >= COMPONENT_DEFAULT){
*componentGroup = COMPGROUP_DEFAULT;
*subComp = COMPONENT_DEFAULT;
return true;
}else
return false;
}
void
CDamageManager::SetDoorStatus(int32 door, uint32 status)
{
m_doorStatus[door] = status;
}
int32
CDamageManager::GetDoorStatus(int32 door)
{
return m_doorStatus[door];
}
bool
CDamageManager::ProgressDoorDamage(uint8 door)
{
int status = GetDoorStatus(door);
if(status == PANEL_STATUS_MISSING)
return false;
SetDoorStatus(door, status+1);
return true;
}
void
CDamageManager::SetPanelStatus(int32 panel, uint32 status)
{
m_panelStatus = dpb(status, panel*4, 4, m_panelStatus);
}
int32
CDamageManager::GetPanelStatus(int32 panel)
{
return ldb(panel*4, 4, m_panelStatus);
}
bool
CDamageManager::ProgressPanelDamage(uint8 panel)
{
int status = GetPanelStatus(panel);
if(status == DOOR_STATUS_MISSING)
return false;
SetPanelStatus(panel, status+1);
return true;
}
void
CDamageManager::SetLightStatus(eLights light, uint32 status)
{
m_lightStatus = dpb(status, light*2, 2, m_lightStatus);
}
int32
CDamageManager::GetLightStatus(eLights light)
{
return ldb(light*2, 2, m_lightStatus);
}
void
CDamageManager::SetWheelStatus(int32 wheel, uint32 status)
{
m_wheelStatus[wheel] = status;
}
int32
CDamageManager::GetWheelStatus(int32 wheel)
{
return m_wheelStatus[wheel];
}
bool
CDamageManager::ProgressWheelDamage(uint8 wheel)
{
int status = GetWheelStatus(wheel);
if(status == WHEEL_STATUS_MISSING)
return false;
SetWheelStatus(wheel, status+1);
return true;
}
void
CDamageManager::SetEngineStatus(uint32 status)
{
if(status > 250)
m_engineStatus = 250;
else
m_engineStatus = status;
}
int32
CDamageManager::GetEngineStatus(void)
{
return m_engineStatus;
}
bool
CDamageManager::ProgressEngineDamage(void)
{
int status = GetEngineStatus();
int newstatus = status + 32 + (CGeneral::GetRandomNumber() & 0x1F);
if(status < ENGINE_STATUS_ON_FIRE && newstatus > ENGINE_STATUS_ON_FIRE-1)
newstatus = ENGINE_STATUS_ON_FIRE-1;
SetEngineStatus(newstatus);
return true;
}

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#pragma once
#include "common.h"
// TODO: move some of this into Vehicle.h
enum eEngineStatus
{
ENGINE_STATUS_STEAM1 = 100,
ENGINE_STATUS_STEAM2 = 150,
ENGINE_STATUS_SMOKE = 200,
ENGINE_STATUS_ON_FIRE = 225
};
enum eDoorStatus
{
DOOR_STATUS_OK,
DOOR_STATUS_SMASHED,
DOOR_STATUS_SWINGING,
DOOR_STATUS_MISSING
};
enum ePanelStatus
{
PANEL_STATUS_OK,
PANEL_STATUS_SMASHED1,
PANEL_STATUS_SMASHED2,
PANEL_STATUS_MISSING,
};
enum eWheelStatus
{
WHEEL_STATUS_OK,
WHEEL_STATUS_BURST,
WHEEL_STATUS_MISSING
};
enum eLightStatus
{
LIGHT_STATUS_OK,
LIGHT_STATUS_BROKEN
};
enum tComponent
{
COMPONENT_DEFAULT,
COMPONENT_WHEEL_FRONT_LEFT,
COMPONENT_WHEEL_FRONT_RIGHT,
COMPONENT_WHEEL_REAR_LEFT,
COMPONENT_WHEEL_REAR_RIGHT,
COMPONENT_DOOR_BONNET,
COMPONENT_DOOR_BOOT,
COMPONENT_DOOR_FRONT_LEFT,
COMPONENT_DOOR_FRONT_RIGHT,
COMPONENT_DOOR_REAR_LEFT,
COMPONENT_DOOR_REAR_RIGHT,
COMPONENT_PANEL_FRONT_LEFT,
COMPONENT_PANEL_FRONT_RIGHT,
COMPONENT_PANEL_REAR_LEFT,
COMPONENT_PANEL_REAR_RIGHT,
COMPONENT_PANEL_WINDSCREEN,
COMPONENT_BUMPER_FRONT,
COMPONENT_BUMPER_REAR,
};
enum tComponentGroup
{
COMPGROUP_BUMPER,
COMPGROUP_WHEEL,
COMPGROUP_DOOR,
COMPGROUP_BONNET,
COMPGROUP_BOOT,
COMPGROUP_PANEL,
COMPGROUP_DEFAULT,
};
enum eLights;
class CDamageManager
{
public:
float m_fWheelDamageEffect;
uint8 m_engineStatus;
uint8 m_wheelStatus[4];
uint8 m_doorStatus[6];
uint32 m_lightStatus;
uint32 m_panelStatus;
uint8 field_18;
CDamageManager(void);
void ResetDamageStatus(void);
void FuckCarCompletely(void);
bool ApplyDamage(tComponent component, float damage, float unused);
bool GetComponentGroup(tComponent component, tComponentGroup *componentGroup, uint8 *foo);
void SetDoorStatus(int32 door, uint32 status);
int32 GetDoorStatus(int32 door);
bool ProgressDoorDamage(uint8 door);
void SetPanelStatus(int32 panel, uint32 status);
int32 GetPanelStatus(int32 panel);
bool ProgressPanelDamage(uint8 panel);
// needed for CReplay
static int32 GetPanelStatus(uint32 panelstatus, int32 panel) { return ldb(panel*4, 4, panelstatus); }
void SetLightStatus(eLights light, uint32 status);
int32 GetLightStatus(eLights light);
void SetWheelStatus(int32 wheel, uint32 status);
int32 GetWheelStatus(int32 wheel);
bool ProgressWheelDamage(uint8 wheel);
void SetEngineStatus(uint32 status);
int32 GetEngineStatus(void);
bool ProgressEngineDamage(void);
};
VALIDATE_SIZE(CDamageManager, 0x1C);

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#include "common.h"
#include "Vehicle.h"
#include "Door.h"
CDoor::CDoor(void)
{
memset(this, 0, sizeof(*this));
}
void
CDoor::Open(float ratio)
{
float open;
m_fPrevAngle = m_fAngle;
open = RetAngleWhenOpen();
if(ratio < 1.0f){
m_fAngle = open*ratio;
if(m_fAngle == 0.0f)
m_fAngVel = 0.0f;
}else{
m_nDoorState = DOORST_OPEN;
m_fAngle = open;
}
}
void
CDoor::Process(CVehicle *vehicle)
{
static CVector vecOffset(1.0f, 0.0f, 0.0f);
CVector speed = vehicle->GetSpeed(vecOffset);
CVector vecSpeedDiff = speed - m_vecSpeed;
vecSpeedDiff = Multiply3x3(vecSpeedDiff, vehicle->GetMatrix());
// air resistance
float fSpeedDiff = 0.0f; // uninitialized in game
switch(m_nAxis){
case 0: // x-axis
if(m_nDirn)
fSpeedDiff = vecSpeedDiff.y + vecSpeedDiff.z;
else
fSpeedDiff = -(vecSpeedDiff.y + vecSpeedDiff.z);
break;
// we don't support y axis apparently?
case 2: // z-axis
if(m_nDirn)
fSpeedDiff = -(vecSpeedDiff.y + vecSpeedDiff.x);
else
fSpeedDiff = vecSpeedDiff.y - vecSpeedDiff.x;
break;
}
fSpeedDiff = Clamp(fSpeedDiff, -0.2f, 0.2f);
if(Abs(fSpeedDiff) > 0.002f)
m_fAngVel += fSpeedDiff;
m_fAngVel *= 0.945f;
m_fAngVel = Clamp(m_fAngVel, -0.3f, 0.3f);
m_fAngle += m_fAngVel;
m_nDoorState = DOORST_SWINGING;
if(m_fAngle > m_fMaxAngle){
m_fAngle = m_fMaxAngle;
m_fAngVel *= -0.8f;
m_nDoorState = DOORST_OPEN;
}
if(m_fAngle < m_fMinAngle){
m_fAngle = m_fMinAngle;
m_fAngVel *= -0.8f;
m_nDoorState = DOORST_CLOSED;
}
m_vecSpeed = speed;
}
float
CDoor::RetAngleWhenClosed(void)
{
if(Abs(m_fMaxAngle) < Abs(m_fMinAngle))
return m_fMaxAngle;
else
return m_fMinAngle;
}
float
CDoor::RetAngleWhenOpen(void)
{
if(Abs(m_fMaxAngle) < Abs(m_fMinAngle))
return m_fMinAngle;
else
return m_fMaxAngle;
}
float
CDoor::GetAngleOpenRatio(void)
{
float open = RetAngleWhenOpen();
if(open == 0.0f)
return 0.0f;
return m_fAngle/open;
}
bool
CDoor::IsFullyOpen(void)
{
// why -0.5? that's around 28 deg less than fully open
if(Abs(m_fAngle) < Abs(RetAngleWhenOpen()) - 0.5f)
return false;
return true;
}
bool
CDoor::IsClosed(void)
{
return m_fAngle == RetAngleWhenClosed();
}
CTrainDoor::CTrainDoor(void)
{
memset(this, 0, sizeof(*this));
}
void
CTrainDoor::Open(float ratio)
{
float open;
m_fPrevPosn = m_fPosn;
open = RetTranslationWhenOpen();
if(ratio < 1.0f){
m_fPosn = open*ratio;
}else{
m_nDoorState = DOORST_OPEN;
m_fPosn = open;
}
}
float
CTrainDoor::RetTranslationWhenClosed(void)
{
if(Abs(m_fClosedPosn) < Abs(m_fOpenPosn))
return m_fClosedPosn;
else
return m_fOpenPosn;
}
float
CTrainDoor::RetTranslationWhenOpen(void)
{
if(Abs(m_fClosedPosn) < Abs(m_fOpenPosn))
return m_fOpenPosn;
else
return m_fClosedPosn;
}
bool
CTrainDoor::IsFullyOpen(void)
{
// 0.5f again...
if(Abs(m_fPosn) < Abs(RetTranslationWhenOpen()) - 0.5f)
return false;
return true;
}
bool
CTrainDoor::IsClosed(void)
{
return m_fPosn == RetTranslationWhenClosed();
}

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#pragma once
class CVehicle;
enum eDoorState
{
DOORST_SWINGING,
// actually wrong though,
// OPEN is really MAX_ANGLE and CLOSED is MIN_ANGLE
DOORST_OPEN,
DOORST_CLOSED
};
class CDoor
{
public:
float m_fMaxAngle;
float m_fMinAngle;
// direction of rotation for air resistance
int8 m_nDirn;
// axis in which this door rotates
int8 m_nAxis;
int8 m_nDoorState;
float m_fAngle;
float m_fPrevAngle;
float m_fAngVel;
CVector m_vecSpeed;
CDoor(void);
void Init(float minAngle, float maxAngle, int8 dir, int8 axis) {
m_fMinAngle = minAngle;
m_fMaxAngle = maxAngle;
m_nDirn = dir;
m_nAxis = axis;
}
void Open(float ratio);
void Process(CVehicle *veh);
float RetAngleWhenClosed(void); // dead
float RetAngleWhenOpen(void);
float GetAngleOpenRatio(void);
bool IsFullyOpen(void);
bool IsClosed(void); // dead
};
class CTrainDoor
{
public:
float m_fClosedPosn;
float m_fOpenPosn;
int8 m_nDirn;
int8 m_nDoorState; // same enum as above?
int8 m_nAxis;
float m_fPosn;
float m_fPrevPosn;
int field_14; // unused?
CTrainDoor(void);
void Init(float open, float closed, int8 dir, int8 axis) {
m_fOpenPosn = open;
m_fClosedPosn = closed;
m_nDirn = dir;
m_nAxis = axis;
}
bool IsClosed(void);
bool IsFullyOpen(void);
float RetTranslationWhenClosed(void);
float RetTranslationWhenOpen(void);
void Open(float ratio);
};

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#include "common.h"
#include "Timer.h"
#include "WaterLevel.h"
#include "ModelIndices.h"
#include "Physical.h"
#include "Vehicle.h"
#include "Floater.h"
cBuoyancy mod_Buoyancy;
float fVolMultiplier = 1.0f;
// amount of boat volume in bounding box
// 1.0-volume is the empty space in the bbox
float fBoatVolumeDistribution[9] = {
// rear
0.75f, 0.9f, 0.75f,
0.95f, 1.0f, 0.95f,
0.3f, 0.7f, 0.3f
// bow
};
bool
cBuoyancy::ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *point, CVector *impulse)
{
m_numSteps = 2.0f;
if(!CWaterLevel::GetWaterLevel(phys->GetPosition(), &m_waterlevel, phys->bTouchingWater))
return false;
m_matrix = phys->GetMatrix();
PreCalcSetup(phys, buoyancy);
SimpleCalcBuoyancy();
float f = CalcBuoyancyForce(phys, point, impulse);
if(m_isBoat)
return true;
return f != 0.0f;
}
void
cBuoyancy::PreCalcSetup(CPhysical *phys, float buoyancy)
{
CColModel *colModel;
m_isBoat = phys->IsVehicle() && ((CVehicle*)phys)->IsBoat();
colModel = phys->GetColModel();
m_dimMin = colModel->boundingBox.min;
m_dimMax = colModel->boundingBox.max;
if(m_isBoat){
if(phys->GetModelIndex() == MI_PREDATOR){
m_dimMax.y *= 0.9f;
m_dimMin.y *= 0.9f;
}else if(phys->GetModelIndex() == MI_SPEEDER){
m_dimMax.y *= 1.1f;
m_dimMin.y *= 0.9f;
}else if(phys->GetModelIndex() == MI_REEFER){
m_dimMin.y *= 0.9f;
}else{
m_dimMax.y *= 0.9f;
m_dimMin.y *= 0.9f;
}
}
m_step = (m_dimMax - m_dimMin)/m_numSteps;
if(m_step.z > m_step.x && m_step.z > m_step.y){
m_stepRatio.x = m_step.x/m_step.z;
m_stepRatio.y = m_step.y/m_step.z;
m_stepRatio.z = 1.0f;
}else if(m_step.y > m_step.x && m_step.y > m_step.z){
m_stepRatio.x = m_step.x/m_step.y;
m_stepRatio.y = 1.0f;
m_stepRatio.z = m_step.z/m_step.y;
}else{
m_stepRatio.x = 1.0f;
m_stepRatio.y = m_step.y/m_step.x;
m_stepRatio.z = m_step.z/m_step.x;
}
m_haveVolume = false;
m_numPartialVolumes = 1.0f;
m_volumeUnderWater = 0.0f;
m_impulsePoint = CVector(0.0f, 0.0f, 0.0f);
m_position = phys->GetPosition();
m_positionZ = CVector(0.0f, 0.0f, m_position.z);
m_buoyancy = buoyancy;
m_waterlevel += m_waterLevelInc;
}
void
cBuoyancy::SimpleCalcBuoyancy(void)
{
float x, y;
int ix, i;
tWaterLevel waterPosition;
// Floater is divided into 3x3 parts. Process and sum each of them
ix = 0;
for(x = m_dimMin.x; x <= m_dimMax.x; x += m_step.x){
i = ix;
for(y = m_dimMin.y; y <= m_dimMax.y; y += m_step.y){
CVector waterLevel(x, y, 0.0f);
FindWaterLevel(m_positionZ, &waterLevel, &waterPosition);
fVolMultiplier = m_isBoat ? fBoatVolumeDistribution[i] : 1.0f;
if(waterPosition != FLOATER_ABOVE_WATER)
SimpleSumBuoyancyData(waterLevel, waterPosition);
i += 3;
}
ix++;
}
m_volumeUnderWater /= (m_dimMax.z - m_dimMin.z)*sq(m_numSteps+1.0f);
}
float
cBuoyancy::SimpleSumBuoyancyData(CVector &waterLevel, tWaterLevel waterPosition)
{
static float fThisVolume;
static CVector AverageOfWaterLevel;
static float fFraction;
static float fRemainingSlice;
float submerged = Abs(waterLevel.z - m_dimMin.z);
// subtract empty space from submerged volume
fThisVolume = submerged - (1.0f - fVolMultiplier);
if(fThisVolume < 0.0f)
return 0.0f;
if(m_isBoat){
fThisVolume *= fVolMultiplier;
if(fThisVolume < 0.5f)
fThisVolume = 2.0f*sq(fThisVolume);
if(fThisVolume < 1.0f)
fThisVolume = sq(fThisVolume);
fThisVolume = sq(fThisVolume);
}
m_volumeUnderWater += fThisVolume;
AverageOfWaterLevel.x = waterLevel.x * m_stepRatio.x;
AverageOfWaterLevel.y = waterLevel.y * m_stepRatio.y;
AverageOfWaterLevel.z = (waterLevel.z+m_dimMin.z)/2.0f * m_stepRatio.z;
if(m_flipAverage)
AverageOfWaterLevel = -AverageOfWaterLevel;
fFraction = 1.0f/m_numPartialVolumes;
fRemainingSlice = 1.0f - fFraction;
m_impulsePoint = m_impulsePoint*fRemainingSlice + AverageOfWaterLevel*fThisVolume*fFraction;
m_numPartialVolumes += 1.0f;
m_haveVolume = true;
return fThisVolume;
}
void
cBuoyancy::FindWaterLevel(const CVector &zpos, CVector *waterLevel, tWaterLevel *waterPosition)
{
*waterPosition = FLOATER_IN_WATER;
// waterLevel is a local x,y point
// m_position is the global position of our floater
// zpos is the global z coordinate of our floater
CVector xWaterLevel = Multiply3x3(m_matrix, *waterLevel);
CWaterLevel::GetWaterLevel(xWaterLevel.x + m_position.x, xWaterLevel.y + m_position.y, m_position.z,
&waterLevel->z, true);
waterLevel->z -= xWaterLevel.z + zpos.z; // make local
if(waterLevel->z > m_dimMax.z){
waterLevel->z = m_dimMax.z;
*waterPosition = FLOATER_UNDER_WATER;
}else if(waterLevel->z < m_dimMin.z){
waterLevel->z = m_dimMin.z;
*waterPosition = FLOATER_ABOVE_WATER;
}
}
bool
cBuoyancy::CalcBuoyancyForce(CPhysical *phys, CVector *point, CVector *impulse)
{
if(!m_haveVolume)
return false;
*point = Multiply3x3(m_matrix, m_impulsePoint);
*impulse = CVector(0.0f, 0.0f, m_volumeUnderWater*m_buoyancy*CTimer::GetTimeStep());
return true;
}

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#pragma once
class CPhysical;
enum tWaterLevel
{
FLOATER_ABOVE_WATER,
FLOATER_IN_WATER,
FLOATER_UNDER_WATER,
};
class cBuoyancy
{
public:
CVector m_position;
CMatrix m_matrix;
int m_field_54;
CVector m_positionZ;
float m_waterlevel;
float m_waterLevelInc;
float m_buoyancy;
CVector m_dimMax;
CVector m_dimMin;
float m_numPartialVolumes;
int m_field_8C;
int m_field_90;
int m_field_94;
bool m_haveVolume;
CVector m_step;
CVector m_stepRatio;
float m_numSteps;
bool m_flipAverage;
char m_field_B9;
bool m_isBoat;
float m_volumeUnderWater;
CVector m_impulsePoint;
bool ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *point, CVector *impulse);
void PreCalcSetup(CPhysical *phys, float buoyancy);
void SimpleCalcBuoyancy(void);
float SimpleSumBuoyancyData(CVector &waterLevel, tWaterLevel waterPosition);
void FindWaterLevel(const CVector &zpos, CVector *waterLevel, tWaterLevel *waterPosition);
bool CalcBuoyancyForce(CPhysical *phys, CVector *impulse, CVector *point);
};
extern cBuoyancy mod_Buoyancy;

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#include "common.h"
#include "main.h"
#include "FileMgr.h"
#include "Physical.h"
#include "HandlingMgr.h"
cHandlingDataMgr mod_HandlingManager;
const char *HandlingFilename = "HANDLING.CFG";
const char VehicleNames[NUMHANDLINGS][14] = {
"LANDSTAL",
"IDAHO",
"STINGER",
"LINERUN",
"PEREN",
"SENTINEL",
"PATRIOT",
"FIRETRUK",
"TRASH",
"STRETCH",
"MANANA",
"INFERNUS",
"BLISTA",
"PONY",
"MULE",
"CHEETAH",
"AMBULAN",
"FBICAR",
"MOONBEAM",
"ESPERANT",
"TAXI",
"KURUMA",
"BOBCAT",
"MRWHOOP",
"BFINJECT",
"POLICE",
"ENFORCER",
"SECURICA",
"BANSHEE",
"PREDATOR",
"BUS",
"RHINO",
"BARRACKS",
"TRAIN",
"HELI",
"DODO",
"COACH",
"CABBIE",
"STALLION",
"RUMPO",
"RCBANDIT",
"BELLYUP",
"MRWONGS",
"MAFIA",
"YARDIE",
"YAKUZA",
"DIABLOS",
"COLUMB",
"HOODS",
"AIRTRAIN",
"DEADDODO",
"SPEEDER",
"REEFER",
"PANLANT",
"FLATBED",
"YANKEE",
"BORGNINE"
};
cHandlingDataMgr::cHandlingDataMgr(void)
{
memset(this, 0, sizeof(*this));
}
void
cHandlingDataMgr::Initialise(void)
{
LoadHandlingData();
field_0 = 0.1f;
fWheelFriction = 0.9f;
field_8 = 1.0f;
field_C = 0.8f;
field_10 = 0.98f;
}
void
cHandlingDataMgr::LoadHandlingData(void)
{
char *start, *end;
char line[201]; // weird value
char delim[4]; // not sure
char *word;
int field, handlingId;
int keepGoing;
tHandlingData *handling;
CFileMgr::SetDir("DATA");
CFileMgr::LoadFile(HandlingFilename, work_buff, sizeof(work_buff), "r");
CFileMgr::SetDir("");
start = (char*)work_buff;
end = start+1;
handling = nil;
keepGoing = 1;
while(keepGoing){
// find end of line
while(*end != '\n') end++;
// get line
strncpy(line, start, end - start);
line[end - start] = '\0';
start = end+1;
end = start+1;
// yeah, this is kinda crappy
if(strcmp(line, ";the end") == 0)
keepGoing = 0;
else if(line[0] != ';'){
field = 0;
strcpy(delim, " \t");
// FIX: game seems to use a do-while loop here
for(word = strtok(line, delim); word; word = strtok(nil, delim)){
switch(field){
case 0:
handlingId = FindExactWord(word, (const char*)VehicleNames, 14, NUMHANDLINGS);
assert(handlingId >= 0 && handlingId < NUMHANDLINGS);
handling = &HandlingData[handlingId];
handling->nIdentifier = (tVehicleType)handlingId;
break;
case 1: handling->fMass = strtod(word, nil); break;
case 2: handling->Dimension.x = strtod(word, nil); break;
case 3: handling->Dimension.y = strtod(word, nil); break;
case 4: handling->Dimension.z = strtod(word, nil); break;
case 5: handling->CentreOfMass.x = strtod(word, nil); break;
case 6: handling->CentreOfMass.y = strtod(word, nil); break;
case 7: handling->CentreOfMass.z = strtod(word, nil); break;
case 8: handling->nPercentSubmerged = atoi(word); break;
case 9: handling->fTractionMultiplier = strtod(word, nil); break;
case 10: handling->fTractionLoss = strtod(word, nil); break;
case 11: handling->fTractionBias = strtod(word, nil); break;
case 12: handling->Transmission.nNumberOfGears = atoi(word); break;
case 13: handling->Transmission.fMaxVelocity = strtod(word, nil); break;
case 14: handling->Transmission.fEngineAcceleration = strtod(word, nil) * 0.4; break;
case 15: handling->Transmission.nDriveType = word[0]; break;
case 16: handling->Transmission.nEngineType = word[0]; break;
case 17: handling->fBrakeDeceleration = strtod(word, nil); break;
case 18: handling->fBrakeBias = strtod(word, nil); break;
case 19: handling->bABS = !!atoi(word); break;
case 20: handling->fSteeringLock = strtod(word, nil); break;
case 21: handling->fSuspensionForceLevel = strtod(word, nil); break;
case 22: handling->fSuspensionDampingLevel = strtod(word, nil); break;
case 23: handling->fSeatOffsetDistance = strtod(word, nil); break;
case 24: handling->fCollisionDamageMultiplier = strtod(word, nil); break;
case 25: handling->nMonetaryValue = atoi(word); break;
case 26: handling->fSuspensionUpperLimit = strtod(word, nil); break;
case 27: handling->fSuspensionLowerLimit = strtod(word, nil); break;
case 28: handling->fSuspensionBias = strtod(word, nil); break;
case 29:
sscanf(word, "%x", &handling->Flags);
handling->Transmission.Flags = handling->Flags;
break;
case 30: handling->FrontLights = atoi(word); break;
case 31: handling->RearLights = atoi(word); break;
}
field++;
}
ConvertDataToGameUnits(handling);
}
}
}
int
cHandlingDataMgr::FindExactWord(const char *word, const char *words, int wordLen, int numWords)
{
int i;
for(i = 0; i < numWords; i++){
// BUG: the game does something really stupid here, it's fixed here
if(strncmp(word, words, wordLen) == 0)
return i;
words += wordLen;
}
return numWords;
}
void
cHandlingDataMgr::ConvertDataToGameUnits(tHandlingData *handling)
{
// acceleration is in ms^-2, but we need mf^-2 where f is one frame time (50fps)
float velocity, a, b;
handling->Transmission.fEngineAcceleration *= 1.0f/(50.0f*50.0f);
handling->Transmission.fMaxVelocity *= 1000.0f/(60.0f*60.0f * 50.0f);
handling->fBrakeDeceleration *= 1.0f/(50.0f*50.0f);
handling->fTurnMass = (sq(handling->Dimension.x) + sq(handling->Dimension.y)) * handling->fMass / 12.0f;
if(handling->fTurnMass < 10.0f)
handling->fTurnMass *= 5.0f;
handling->fInvMass = 1.0f/handling->fMass;
handling->fBuoyancy = 100.0f/handling->nPercentSubmerged * GRAVITY*handling->fMass;
// Don't quite understand this. What seems to be going on is that
// we calculate a drag (air resistance) deceleration for a given velocity and
// find the intersection between that and the max engine acceleration.
// at that point the car cannot accelerate any further and we've found the max velocity.
a = 0.0f;
b = 100.0f;
velocity = handling->Transmission.fMaxVelocity;
while(a < b && velocity > 0.0f){
velocity -= 0.01f;
// what's the 1/6?
a = handling->Transmission.fEngineAcceleration/6.0f;
// no density or drag coefficient here...
float a_drag = 0.5f*SQR(velocity) * handling->Dimension.x*handling->Dimension.z / handling->fMass;
// can't make sense of this... maybe v - v/(drag + 1) ? but that doesn't make so much sense either
b = -velocity * (1.0f/(a_drag + 1.0f) - 1.0f);
}
if(handling->nIdentifier == HANDLING_RCBANDIT){
handling->Transmission.fMaxCruiseVelocity = handling->Transmission.fMaxVelocity;
}else{
handling->Transmission.fMaxCruiseVelocity = velocity;
handling->Transmission.fMaxVelocity = velocity * 1.2f;
}
handling->Transmission.fMaxReverseVelocity = -0.2f;
if(handling->Transmission.nDriveType == '4')
handling->Transmission.fEngineAcceleration /= 4.0f;
else
handling->Transmission.fEngineAcceleration /= 2.0f;
handling->Transmission.InitGearRatios();
}
int32
cHandlingDataMgr::GetHandlingId(const char *name)
{
int i;
for(i = 0; i < NUMHANDLINGS; i++)
if(strncmp(VehicleNames[i], name, 14) == 0)
break;
return i;
}
void
cHandlingDataMgr::ConvertDataToWorldUnits(tHandlingData *handling)
{
// TODO: mobile code
}
void
cHandlingDataMgr::RangeCheck(tHandlingData *handling)
{
// TODO: mobile code
}
void
cHandlingDataMgr::ModifyHandlingValue(CVehicle *, const tVehicleType &, const tField &, const bool &)
{
// TODO: mobile code
}
void
cHandlingDataMgr::DisplayHandlingData(CVehicle *, tHandlingData *, uint8, bool)
{
// TODO: mobile code
}

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#pragma once
#include "Transmission.h"
enum tVehicleType
{
HANDLING_LANDSTAL,
HANDLING_IDAHO,
HANDLING_STINGER,
HANDLING_LINERUN,
HANDLING_PEREN,
HANDLING_SENTINEL,
HANDLING_PATRIOT,
HANDLING_FIRETRUK,
HANDLING_TRASH,
HANDLING_STRETCH,
HANDLING_MANANA,
HANDLING_INFERNUS,
HANDLING_BLISTA,
HANDLING_PONY,
HANDLING_MULE,
HANDLING_CHEETAH,
HANDLING_AMBULAN,
HANDLING_FBICAR,
HANDLING_MOONBEAM,
HANDLING_ESPERANT,
HANDLING_TAXI,
HANDLING_KURUMA,
HANDLING_BOBCAT,
HANDLING_MRWHOOP,
HANDLING_BFINJECT,
HANDLING_POLICE,
HANDLING_ENFORCER,
HANDLING_SECURICA,
HANDLING_BANSHEE,
HANDLING_PREDATOR,
HANDLING_BUS,
HANDLING_RHINO,
HANDLING_BARRACKS,
HANDLING_TRAIN,
HANDLING_HELI,
HANDLING_DODO,
HANDLING_COACH,
HANDLING_CABBIE,
HANDLING_STALLION,
HANDLING_RUMPO,
HANDLING_RCBANDIT,
HANDLING_BELLYUP,
HANDLING_MRWONGS,
HANDLING_MAFIA,
HANDLING_YARDIE,
HANDLING_YAKUZA,
HANDLING_DIABLOS,
HANDLING_COLUMB,
HANDLING_HOODS,
HANDLING_AIRTRAIN,
HANDLING_DEADDODO,
HANDLING_SPEEDER,
HANDLING_REEFER,
HANDLING_PANLANT,
HANDLING_FLATBED,
HANDLING_YANKEE,
HANDLING_BORGNINE,
NUMHANDLINGS
};
enum tField // most likely a handling field enum, never used so :shrug:
{
};
enum
{
HANDLING_1G_BOOST = 1,
HANDLING_2G_BOOST = 2,
HANDLING_REV_BONNET = 4,
HANDLING_HANGING_BOOT = 8,
HANDLING_NO_DOORS = 0x10,
HANDLING_IS_VAN = 0x20,
HANDLING_IS_BUS = 0x40,
HANDLING_IS_LOW = 0x80,
HANDLING_DBL_EXHAUST = 0x100,
HANDLING_TAILGATE_BOOT = 0x200,
HANDLING_NOSWING_BOOT = 0x400,
HANDLING_NONPLAYER_STABILISER = 0x800,
HANDLING_NEUTRALHANDLING = 0x1000,
HANDLING_HAS_NO_ROOF = 0x2000,
HANDLING_IS_BIG = 0x4000,
HANDLING_HALOGEN_LIGHTS = 0x8000,
};
struct tHandlingData
{
tVehicleType nIdentifier;
float fMass;
float fInvMass;
float fTurnMass;
CVector Dimension;
CVector CentreOfMass;
int8 nPercentSubmerged;
float fBuoyancy;
float fTractionMultiplier;
cTransmission Transmission;
float fBrakeDeceleration;
float fBrakeBias;
int8 bABS;
float fSteeringLock;
float fTractionLoss;
float fTractionBias;
float fUnused;
float fSuspensionForceLevel;
float fSuspensionDampingLevel;
float fSuspensionUpperLimit;
float fSuspensionLowerLimit;
float fSuspensionBias;
float fCollisionDamageMultiplier;
uint32 Flags;
float fSeatOffsetDistance;
int32 nMonetaryValue;
int8 FrontLights;
int8 RearLights;
};
VALIDATE_SIZE(tHandlingData, 0xD8);
class CVehicle;
class cHandlingDataMgr
{
float field_0; // unused it seems
public:
float fWheelFriction; // wheel related
private:
float field_8; //
float field_C; // unused it seems
float field_10; //
tHandlingData HandlingData[NUMHANDLINGS];
uint32 field_302C; // unused it seems
public:
cHandlingDataMgr(void);
void Initialise(void);
void LoadHandlingData(void);
int FindExactWord(const char *word, const char *words, int wordLen, int numWords);
void ConvertDataToWorldUnits(tHandlingData *handling);
void ConvertDataToGameUnits(tHandlingData *handling);
void RangeCheck(tHandlingData *handling);
void ModifyHandlingValue(CVehicle *, const tVehicleType &, const tField &, const bool &);
void DisplayHandlingData(CVehicle *, tHandlingData *, uint8, bool);
int32 GetHandlingId(const char *name);
tHandlingData *GetHandlingData(tVehicleType id) { return &HandlingData[id]; }
bool HasRearWheelDrive(tVehicleType id) { return HandlingData[id].Transmission.nDriveType != 'F'; }
bool HasFrontWheelDrive(tVehicleType id) { return HandlingData[id].Transmission.nDriveType != 'R'; }
};
VALIDATE_SIZE(cHandlingDataMgr, 0x3030);
extern cHandlingDataMgr mod_HandlingManager;

1070
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#pragma once
#include "Vehicle.h"
class CObject;
enum eHeliNodes
{
HELI_CHASSIS = 1,
HELI_TOPROTOR,
HELI_BACKROTOR,
HELI_TAIL,
HELI_TOPKNOT,
HELI_SKID_LEFT,
HELI_SKID_RIGHT,
NUM_HELI_NODES
};
enum
{
HELI_RANDOM0,
HELI_RANDOM1,
HELI_SCRIPT,
HELI_CATALINA,
NUM_HELIS
};
enum
{
HELI_TYPE_RANDOM,
HELI_TYPE_SCRIPT,
HELI_TYPE_CATALINA,
};
class CHeli : public CVehicle
{
public:
// 0x288
RwFrame *m_aHeliNodes[NUM_HELI_NODES];
int8 m_heliStatus;
float m_fSearchLightX;
float m_fSearchLightY;
uint32 m_nExplosionTimer;
float m_fRotation;
float m_fAngularSpeed;
float m_fTargetZ;
float m_fSearchLightIntensity;
int8 m_nHeliId;
int8 m_heliType;
int8 m_pathState;
float m_aSearchLightHistoryX[6];
float m_aSearchLightHistoryY[6];
uint32 m_nSearchLightTimer;
uint32 m_nShootTimer;
uint32 m_nLastShotTime;
uint32 m_nBulletDamage;
float m_fRotorRotation;
float m_fHeliDustZ[8];
uint32 m_nPoliceShoutTimer;
float m_fTargetOffset;
bool m_bTestRight;
static CHeli *pHelis[NUM_HELIS];
static int16 NumRandomHelis;
static uint32 TestForNewRandomHelisTimer;
static int16 NumScriptHelis; // unused
static bool CatalinaHeliOn;
static bool CatalinaHasBeenShotDown;
static bool ScriptHeliOn;
CHeli(int32 id, uint8 CreatedBy);
// from CEntity
void SetModelIndex(uint32 id);
void ProcessControl(void);
void PreRender(void);
void Render(void);
void PreRenderAlways(void);
CObject *SpawnFlyingComponent(int32 component);
static void InitHelis(void);
static CHeli *GenerateHeli(bool catalina); // out of class in III PC and later because of SecuROM
static void UpdateHelis(void);
static void SpecialHeliPreRender(void);
static bool TestRocketCollision(CVector *coors);
static bool TestBulletCollision(CVector *line0, CVector *line1, CVector *bulletPos, int32 damage);
static void StartCatalinaFlyBy(void); // out of class in III PC and later because of SecuROM
static void RemoveCatalinaHeli(void);
static CHeli *FindPointerToCatalinasHeli(void);
static void CatalinaTakeOff(void);
static void MakeCatalinaHeliFlyAway(void);
static bool HasCatalinaBeenShotDown(void);
static void ActivateHeli(bool activate);
};
VALIDATE_SIZE(CHeli, 0x33C);

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#include "common.h"
#include "main.h"
#include "General.h"
#include "ModelIndices.h"
#include "FileMgr.h"
#include "Streaming.h"
#include "Replay.h"
#include "Camera.h"
#include "DMAudio.h"
#include "Wanted.h"
#include "Coronas.h"
#include "Particle.h"
#include "Explosion.h"
#include "World.h"
#include "HandlingMgr.h"
#include "Plane.h"
#include "MemoryHeap.h"
CPlaneNode *pPathNodes;
CPlaneNode *pPath2Nodes;
CPlaneNode *pPath3Nodes;
CPlaneNode *pPath4Nodes;
int32 NumPathNodes;
int32 NumPath2Nodes;
int32 NumPath3Nodes;
int32 NumPath4Nodes;
float TotalLengthOfFlightPath;
float TotalLengthOfFlightPath2;
float TotalLengthOfFlightPath3;
float TotalLengthOfFlightPath4;
float TotalDurationOfFlightPath;
float TotalDurationOfFlightPath2;
float TotalDurationOfFlightPath3;
float TotalDurationOfFlightPath4;
float LandingPoint;
float TakeOffPoint;
CPlaneInterpolationLine aPlaneLineBits[6];
float PlanePathPosition[3];
float OldPlanePathPosition[3];
float PlanePathSpeed[3];
float PlanePath2Position[3];
float PlanePath3Position;
float PlanePath4Position;
float PlanePath2Speed[3];
float PlanePath3Speed;
float PlanePath4Speed;
enum
{
CESNA_STATUS_NONE, // doesn't even exist
CESNA_STATUS_FLYING,
CESNA_STATUS_DESTROYED,
CESNA_STATUS_LANDED,
};
int32 CesnaMissionStatus;
int32 CesnaMissionStartTime;
CPlane *pDrugRunCesna;
int32 DropOffCesnaMissionStatus;
int32 DropOffCesnaMissionStartTime;
CPlane *pDropOffCesna;
CPlane::CPlane(int32 id, uint8 CreatedBy)
: CVehicle(CreatedBy)
{
CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(id);
m_vehType = VEHICLE_TYPE_PLANE;
pHandling = mod_HandlingManager.GetHandlingData((tVehicleType)mi->m_handlingId);
SetModelIndex(id);
m_fMass = 100000000.0f;
m_fTurnMass = 100000000.0f;
m_fAirResistance = 0.9994f;
m_fElasticity = 0.05f;
bUsesCollision = false;
m_bHasBeenHit = false;
m_bIsDrugRunCesna = false;
m_bIsDropOffCesna = false;
SetStatus(STATUS_PLANE);
bIsBIGBuilding = true;
m_level = LEVEL_GENERIC;
#ifdef FIX_BUGS
m_isFarAway = false;
#endif
}
CPlane::~CPlane()
{
DeleteRwObject();
}
void
CPlane::SetModelIndex(uint32 id)
{
CVehicle::SetModelIndex(id);
}
void
CPlane::DeleteRwObject(void)
{
if(m_rwObject && RwObjectGetType(m_rwObject) == rpATOMIC){
GetMatrix().Detach();
if(RwObjectGetType(m_rwObject) == rpATOMIC){ // useless check
RwFrame *f = RpAtomicGetFrame((RpAtomic*)m_rwObject);
RpAtomicDestroy((RpAtomic*)m_rwObject);
RwFrameDestroy(f);
}
m_rwObject = nil;
}
CEntity::DeleteRwObject();
}
// There's a LOT of copy and paste in here. Maybe this could be refactored somehow
void
CPlane::ProcessControl(void)
{
int i;
CVector pos;
// Explosion
if(m_bHasBeenHit){
// BUG: since this is all based on frames, you can skip the explosion processing when you go into the menu
if(GetModelIndex() == MI_AIRTRAIN){
int frm = CTimer::GetFrameCounter() - m_nFrameWhenHit;
if(frm == 20){
static int nFrameGen;
CRGBA colors[8];
CExplosion::AddExplosion(nil, FindPlayerPed(), EXPLOSION_HELI, GetMatrix() * CVector(0.0f, 0.0f, 0.0f), 0);
colors[0] = CRGBA(0, 0, 0, 255);
colors[1] = CRGBA(224, 230, 238, 255);
colors[2] = CRGBA(224, 230, 238, 255);
colors[3] = CRGBA(0, 0, 0, 255);
colors[4] = CRGBA(224, 230, 238, 255);
colors[5] = CRGBA(0, 0, 0, 255);
colors[6] = CRGBA(0, 0, 0, 255);
colors[7] = CRGBA(224, 230, 238, 255);
CVector dir;
for(i = 0; i < 40; i++){
dir.x = CGeneral::GetRandomNumberInRange(-2.0f, 2.0f);
dir.y = CGeneral::GetRandomNumberInRange(-2.0f, 2.0f);
dir.z = CGeneral::GetRandomNumberInRange(0.0f, 2.0f);
int rotSpeed = CGeneral::GetRandomNumberInRange(10, 30);
if(CGeneral::GetRandomNumber() & 1)
rotSpeed = -rotSpeed;
int f = ++nFrameGen & 3;
CParticle::AddParticle(PARTICLE_HELI_DEBRIS, GetMatrix() * CVector(0.0f, 0.0f, 0.0f), dir,
nil, CGeneral::GetRandomNumberInRange(0.1f, 1.0f),
colors[nFrameGen&7], rotSpeed, 0, f, 0);
}
}
if(frm >= 40 && frm <= 80 && frm & 1){
if(frm & 1){
pos.x = ((CGeneral::GetRandomNumber() & 0x3F) - 32) * 0.2f;
pos.z = ((CGeneral::GetRandomNumber() & 0x3F) - 32) * 0.2f;
pos.y = frm - 40;
pos = GetMatrix() * pos;
}else{
pos.x = ((CGeneral::GetRandomNumber() & 0x3F) - 32) * 0.2f;
pos.z = ((CGeneral::GetRandomNumber() & 0x3F) - 32) * 0.2f;
pos.y = 40 - frm;
pos = GetMatrix() * pos;
}
CExplosion::AddExplosion(nil, FindPlayerPed(), EXPLOSION_HELI, pos, 0);
}
if(frm == 60)
bRenderScorched = true;
if(frm == 82){
TheCamera.SetFadeColour(255, 255, 255);
TheCamera.Fade(0.0f, FADE_OUT);
TheCamera.ProcessFade();
TheCamera.Fade(1.0f, FADE_IN);
FlagToDestroyWhenNextProcessed();
}
}else{
int frm = CTimer::GetFrameCounter() - m_nFrameWhenHit;
if(frm == 20){
static int nFrameGen;
CRGBA colors[8];
CExplosion::AddExplosion(nil, FindPlayerPed(), EXPLOSION_HELI, GetMatrix() * CVector(0.0f, 0.0f, 0.0f), 0);
colors[0] = CRGBA(0, 0, 0, 255);
colors[1] = CRGBA(224, 230, 238, 255);
colors[2] = CRGBA(224, 230, 238, 255);
colors[3] = CRGBA(0, 0, 0, 255);
colors[4] = CRGBA(252, 66, 66, 255);
colors[5] = CRGBA(0, 0, 0, 255);
colors[6] = CRGBA(0, 0, 0, 255);
colors[7] = CRGBA(252, 66, 66, 255);
CVector dir;
for(i = 0; i < 40; i++){
dir.x = CGeneral::GetRandomNumberInRange(-2.0f, 2.0f);
dir.y = CGeneral::GetRandomNumberInRange(-2.0f, 2.0f);
dir.z = CGeneral::GetRandomNumberInRange(0.0f, 2.0f);
int rotSpeed = CGeneral::GetRandomNumberInRange(30.0f, 20.0f);
if(CGeneral::GetRandomNumber() & 1)
rotSpeed = -rotSpeed;
int f = ++nFrameGen & 3;
CParticle::AddParticle(PARTICLE_HELI_DEBRIS, GetMatrix() * CVector(0.0f, 0.0f, 0.0f), dir,
nil, CGeneral::GetRandomNumberInRange(0.1f, 1.0f),
colors[nFrameGen&7], rotSpeed, 0, f, 0);
}
}
if(frm >= 40 && frm <= 60 && frm & 1){
if(frm & 1){
pos.x = ((CGeneral::GetRandomNumber() & 0x3F) - 32) * 0.1f;
pos.z = ((CGeneral::GetRandomNumber() & 0x3F) - 32) * 0.1f;
pos.y = (frm - 40)*0.3f;
pos = GetMatrix() * pos;
}else{
pos.x = ((CGeneral::GetRandomNumber() & 0x3F) - 32) * 0.1f;
pos.z = ((CGeneral::GetRandomNumber() & 0x3F) - 32) * 0.1f;
pos.y = (40 - frm)*0.3f;
pos = GetMatrix() * pos;
}
CExplosion::AddExplosion(nil, FindPlayerPed(), EXPLOSION_HELI, pos, 0);
}
if(frm == 30)
bRenderScorched = true;
if(frm == 62){
TheCamera.SetFadeColour(200, 200, 200);
TheCamera.Fade(0.0f, FADE_OUT);
TheCamera.ProcessFade();
TheCamera.Fade(1.0f, FADE_IN);
if(m_bIsDrugRunCesna){
CesnaMissionStatus = CESNA_STATUS_DESTROYED;
pDrugRunCesna = nil;
}
if(m_bIsDropOffCesna){
DropOffCesnaMissionStatus = CESNA_STATUS_DESTROYED;
pDropOffCesna = nil;
}
FlagToDestroyWhenNextProcessed();
}
}
}
// Update plane position and speed
if(GetModelIndex() == MI_AIRTRAIN || !m_isFarAway || ((CTimer::GetFrameCounter() + m_randomSeed) & 7) == 0){
if(GetModelIndex() == MI_AIRTRAIN){
float pathPositionRear = PlanePathPosition[m_nPlaneId] - 30.0f;
if(pathPositionRear < 0.0f)
pathPositionRear += TotalLengthOfFlightPath;
float pathPosition = pathPositionRear + 30.0f;
float pitch = 0.0f;
float distSinceTakeOff = pathPosition - TakeOffPoint;
if(distSinceTakeOff <= 0.0f && distSinceTakeOff > -70.0f){
// shortly before take off
pitch = 1.0f - distSinceTakeOff/-70.0f;
}else if(distSinceTakeOff >= 0.0f && distSinceTakeOff < 100.0f){
// shortly after take off
pitch = 1.0f - distSinceTakeOff/100.0f;
}
float distSinceLanding = pathPosition - LandingPoint;
if(distSinceLanding <= 0.0f && distSinceLanding > -200.0f){
// shortly before landing
pitch = 1.0f - distSinceLanding/-200.0f;
}else if(distSinceLanding >= 0.0f && distSinceLanding < 70.0f){
// shortly after landing
pitch = 1.0f - distSinceLanding/70.0f;
}
// Advance current node to appropriate position
float pos1, pos2;
int nextTrackNode = m_nCurPathNode + 1;
pos1 = pPathNodes[m_nCurPathNode].t;
if(nextTrackNode < NumPathNodes)
pos2 = pPathNodes[nextTrackNode].t;
else{
nextTrackNode = 0;
pos2 = TotalLengthOfFlightPath;
}
while(pathPositionRear < pos1 || pathPositionRear > pos2){
m_nCurPathNode = (m_nCurPathNode+1) % NumPathNodes;
nextTrackNode = m_nCurPathNode + 1;
pos1 = pPathNodes[m_nCurPathNode].t;
if(nextTrackNode < NumPathNodes)
pos2 = pPathNodes[nextTrackNode].t;
else{
nextTrackNode = 0;
pos2 = TotalLengthOfFlightPath;
}
}
bool bothOnGround = pPathNodes[m_nCurPathNode].bOnGround && pPathNodes[nextTrackNode].bOnGround;
if(PlanePathPosition[m_nPlaneId] >= LandingPoint && OldPlanePathPosition[m_nPlaneId] < LandingPoint)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_PLANE_ON_GROUND, 0.0f);
float dist = pPathNodes[nextTrackNode].t - pPathNodes[m_nCurPathNode].t;
if(dist < 0.0f)
dist += TotalLengthOfFlightPath;
float f = (pathPositionRear - pPathNodes[m_nCurPathNode].t)/dist;
CVector posRear = (1.0f - f)*pPathNodes[m_nCurPathNode].p + f*pPathNodes[nextTrackNode].p;
// Same for the front
float pathPositionFront = pathPositionRear + 60.0f;
if(pathPositionFront > TotalLengthOfFlightPath)
pathPositionFront -= TotalLengthOfFlightPath;
int curPathNodeFront = m_nCurPathNode;
int nextPathNodeFront = curPathNodeFront + 1;
pos1 = pPathNodes[curPathNodeFront].t;
if(nextPathNodeFront < NumPathNodes)
pos2 = pPathNodes[nextPathNodeFront].t;
else{
nextPathNodeFront = 0;
pos2 = TotalLengthOfFlightPath;
}
while(pathPositionFront < pos1 || pathPositionFront > pos2){
curPathNodeFront = (curPathNodeFront+1) % NumPathNodes;
nextPathNodeFront = curPathNodeFront + 1;
pos1 = pPathNodes[curPathNodeFront].t;
if(nextPathNodeFront < NumPathNodes)
pos2 = pPathNodes[nextPathNodeFront].t;
else{
nextPathNodeFront = 0;
pos2 = TotalLengthOfFlightPath;
}
}
dist = pPathNodes[nextPathNodeFront].t - pPathNodes[curPathNodeFront].t;
if(dist < 0.0f)
dist += TotalLengthOfFlightPath;
f = (pathPositionFront - pPathNodes[curPathNodeFront].t)/dist;
CVector posFront = (1.0f - f)*pPathNodes[curPathNodeFront].p + f*pPathNodes[nextPathNodeFront].p;
// And for another point 60 units in front of the plane, used to calculate roll
float pathPositionFront2 = pathPositionFront + 60.0f;
if(pathPositionFront2 > TotalLengthOfFlightPath)
pathPositionFront2 -= TotalLengthOfFlightPath;
int curPathNodeFront2 = m_nCurPathNode;
int nextPathNodeFront2 = curPathNodeFront2 + 1;
pos1 = pPathNodes[curPathNodeFront2].t;
if(nextPathNodeFront2 < NumPathNodes)
pos2 = pPathNodes[nextPathNodeFront2].t;
else{
nextPathNodeFront2 = 0;
pos2 = TotalLengthOfFlightPath;
}
while(pathPositionFront2 < pos1 || pathPositionFront2 > pos2){
curPathNodeFront2 = (curPathNodeFront2+1) % NumPathNodes;
nextPathNodeFront2 = curPathNodeFront2 + 1;
pos1 = pPathNodes[curPathNodeFront2].t;
if(nextPathNodeFront2 < NumPathNodes)
pos2 = pPathNodes[nextPathNodeFront2].t;
else{
nextPathNodeFront2 = 0;
pos2 = TotalLengthOfFlightPath;
}
}
dist = pPathNodes[nextPathNodeFront2].t - pPathNodes[curPathNodeFront2].t;
if(dist < 0.0f)
dist += TotalLengthOfFlightPath;
f = (pathPositionFront2 - pPathNodes[curPathNodeFront2].t)/dist;
CVector posFront2 = (1.0f - f)*pPathNodes[curPathNodeFront2].p + f*pPathNodes[nextPathNodeFront2].p;
// Now set matrix
GetMatrix().SetTranslateOnly((posRear + posFront) / 2.0f);
GetMatrix().GetPosition().z += 4.3f;
CVector fwd = posFront - posRear;
fwd.Normalise();
if(pitch != 0.0f){
fwd.z += 0.4f*pitch;
fwd.Normalise();
}
CVector fwd2 = posFront2 - posRear;
fwd2.Normalise();
CVector roll = CrossProduct(fwd, fwd2);
CVector right = CrossProduct(fwd, CVector(0.0f, 0.0f, 1.0f));
if(!bothOnGround)
right.z += 3.0f*roll.z;
right.Normalise();
CVector up = CrossProduct(right, fwd);
GetMatrix().GetRight() = right;
GetMatrix().GetUp() = up;
GetMatrix().GetForward() = fwd;
// Set speed
m_vecMoveSpeed = fwd*PlanePathSpeed[m_nPlaneId]/60.0f;
m_fSpeed = PlanePathSpeed[m_nPlaneId]/60.0f;
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
m_isFarAway = !((posFront - TheCamera.GetPosition()).MagnitudeSqr2D() < sq(300.0f));
}else{
float planePathPosition;
float totalLengthOfFlightPath;
CPlaneNode *pathNodes;
float planePathSpeed;
int numPathNodes;
if(m_bIsDrugRunCesna){
planePathPosition = PlanePath3Position;
totalLengthOfFlightPath = TotalLengthOfFlightPath3;
pathNodes = pPath3Nodes;
planePathSpeed = PlanePath3Speed;
numPathNodes = NumPath3Nodes;
if(CesnaMissionStatus == CESNA_STATUS_LANDED){
pDrugRunCesna = nil;
FlagToDestroyWhenNextProcessed();
}
}else if(m_bIsDropOffCesna){
planePathPosition = PlanePath4Position;
totalLengthOfFlightPath = TotalLengthOfFlightPath4;
pathNodes = pPath4Nodes;
planePathSpeed = PlanePath4Speed;
numPathNodes = NumPath4Nodes;
if(DropOffCesnaMissionStatus == CESNA_STATUS_LANDED){
pDropOffCesna = nil;
FlagToDestroyWhenNextProcessed();
}
}else{
planePathPosition = PlanePath2Position[m_nPlaneId];
totalLengthOfFlightPath = TotalLengthOfFlightPath2;
pathNodes = pPath2Nodes;
planePathSpeed = PlanePath2Speed[m_nPlaneId];
numPathNodes = NumPath2Nodes;
}
// Advance current node to appropriate position
float pathPositionRear = planePathPosition - 10.0f;
if(pathPositionRear < 0.0f)
pathPositionRear += totalLengthOfFlightPath;
float pos1, pos2;
int nextTrackNode = m_nCurPathNode + 1;
pos1 = pathNodes[m_nCurPathNode].t;
if(nextTrackNode < numPathNodes)
pos2 = pathNodes[nextTrackNode].t;
else{
nextTrackNode = 0;
pos2 = totalLengthOfFlightPath;
}
while(pathPositionRear < pos1 || pathPositionRear > pos2){
m_nCurPathNode = (m_nCurPathNode+1) % numPathNodes;
nextTrackNode = m_nCurPathNode + 1;
pos1 = pathNodes[m_nCurPathNode].t;
if(nextTrackNode < numPathNodes)
pos2 = pathNodes[nextTrackNode].t;
else{
nextTrackNode = 0;
pos2 = totalLengthOfFlightPath;
}
}
float dist = pathNodes[nextTrackNode].t - pathNodes[m_nCurPathNode].t;
if(dist < 0.0f)
dist += totalLengthOfFlightPath;
float f = (pathPositionRear - pathNodes[m_nCurPathNode].t)/dist;
CVector posRear = (1.0f - f)*pathNodes[m_nCurPathNode].p + f*pathNodes[nextTrackNode].p;
// Same for the front
float pathPositionFront = pathPositionRear + 20.0f;
if(pathPositionFront > totalLengthOfFlightPath)
pathPositionFront -= totalLengthOfFlightPath;
int curPathNodeFront = m_nCurPathNode;
int nextPathNodeFront = curPathNodeFront + 1;
pos1 = pathNodes[curPathNodeFront].t;
if(nextPathNodeFront < numPathNodes)
pos2 = pathNodes[nextPathNodeFront].t;
else{
nextPathNodeFront = 0;
pos2 = totalLengthOfFlightPath;
}
while(pathPositionFront < pos1 || pathPositionFront > pos2){
curPathNodeFront = (curPathNodeFront+1) % numPathNodes;
nextPathNodeFront = curPathNodeFront + 1;
pos1 = pathNodes[curPathNodeFront].t;
if(nextPathNodeFront < numPathNodes)
pos2 = pathNodes[nextPathNodeFront].t;
else{
nextPathNodeFront = 0;
pos2 = totalLengthOfFlightPath;
}
}
dist = pathNodes[nextPathNodeFront].t - pathNodes[curPathNodeFront].t;
if(dist < 0.0f)
dist += totalLengthOfFlightPath;
f = (pathPositionFront - pathNodes[curPathNodeFront].t)/dist;
CVector posFront = (1.0f - f)*pathNodes[curPathNodeFront].p + f*pathNodes[nextPathNodeFront].p;
// And for another point 30 units in front of the plane, used to calculate roll
float pathPositionFront2 = pathPositionFront + 30.0f;
if(pathPositionFront2 > totalLengthOfFlightPath)
pathPositionFront2 -= totalLengthOfFlightPath;
int curPathNodeFront2 = m_nCurPathNode;
int nextPathNodeFront2 = curPathNodeFront2 + 1;
pos1 = pathNodes[curPathNodeFront2].t;
if(nextPathNodeFront2 < numPathNodes)
pos2 = pathNodes[nextPathNodeFront2].t;
else{
nextPathNodeFront2 = 0;
pos2 = totalLengthOfFlightPath;
}
while(pathPositionFront2 < pos1 || pathPositionFront2 > pos2){
curPathNodeFront2 = (curPathNodeFront2+1) % numPathNodes;
nextPathNodeFront2 = curPathNodeFront2 + 1;
pos1 = pathNodes[curPathNodeFront2].t;
if(nextPathNodeFront2 < numPathNodes)
pos2 = pathNodes[nextPathNodeFront2].t;
else{
nextPathNodeFront2 = 0;
pos2 = totalLengthOfFlightPath;
}
}
dist = pathNodes[nextPathNodeFront2].t - pathNodes[curPathNodeFront2].t;
if(dist < 0.0f)
dist += totalLengthOfFlightPath;
f = (pathPositionFront2 - pathNodes[curPathNodeFront2].t)/dist;
CVector posFront2 = (1.0f - f)*pathNodes[curPathNodeFront2].p + f*pathNodes[nextPathNodeFront2].p;
// Now set matrix
GetMatrix().SetTranslateOnly((posRear + posFront) / 2.0f);
GetMatrix().GetPosition().z += 1.0f;
CVector fwd = posFront - posRear;
fwd.Normalise();
CVector fwd2 = posFront2 - posRear;
fwd2.Normalise();
CVector roll = CrossProduct(fwd, fwd2);
CVector right = CrossProduct(fwd, CVector(0.0f, 0.0f, 1.0f));
right.z += 3.0f*roll.z;
right.Normalise();
CVector up = CrossProduct(right, fwd);
GetMatrix().GetRight() = right;
GetMatrix().GetUp() = up;
GetMatrix().GetForward() = fwd;
// Set speed
m_vecMoveSpeed = fwd*planePathSpeed/60.0f;
m_fSpeed = planePathSpeed/60.0f;
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
m_isFarAway = !((posFront - TheCamera.GetPosition()).MagnitudeSqr2D() < sq(300.0f));
}
}
bIsInSafePosition = true;
GetMatrix().UpdateRW();
UpdateRwFrame();
// Handle streaming and such
CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex());
if(m_isFarAway){
// Switch to LOD model
if(m_rwObject && RwObjectGetType(m_rwObject) == rpCLUMP){
DeleteRwObject();
if(mi->m_planeLodId != -1){
PUSH_MEMID(MEMID_WORLD);
m_rwObject = CModelInfo::GetModelInfo(mi->m_planeLodId)->CreateInstance();
POP_MEMID();
if(m_rwObject)
GetMatrix().AttachRW(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic*)m_rwObject)));
}
}
}else if(CStreaming::HasModelLoaded(GetModelIndex())){
if(m_rwObject && RwObjectGetType(m_rwObject) == rpATOMIC){
// Get rid of LOD model
GetMatrix().Detach();
if(m_rwObject){ // useless check
if(RwObjectGetType(m_rwObject) == rpATOMIC){ // useless check
RwFrame *f = RpAtomicGetFrame((RpAtomic*)m_rwObject);
RpAtomicDestroy((RpAtomic*)m_rwObject);
RwFrameDestroy(f);
}
m_rwObject = nil;
}
}
// Set high detail model
if(m_rwObject == nil){
int id = GetModelIndex();
m_modelIndex = -1;
SetModelIndex(id);
}
}else{
CStreaming::RequestModel(GetModelIndex(), STREAMFLAGS_DEPENDENCY);
}
}
void
CPlane::PreRender(void)
{
CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex());
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);
float behindness = DotProduct(lookVector, GetForward());
// Wing lights
if(behindness < 0.0f){
// in front of plane
CVector lightPos = mi->m_positions[PLANE_POS_LIGHT_RIGHT];
CVector lightR = GetMatrix() * lightPos;
CVector lightL = lightR;
lightL -= GetRight()*2.0f*lightPos.x;
float intensity = -0.6f*behindness + 0.4f;
float size = 1.0f - behindness;
if(behindness < -0.9f && camDist < 50.0f){
// directly in front
CCoronas::RegisterCorona((uintptr)this + 10, 255*intensity, 255*intensity, 255*intensity, 255,
lightL, size, 240.0f,
CCoronas::TYPE_NORMAL, CCoronas::FLARE_HEADLIGHTS, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
CCoronas::RegisterCorona((uintptr)this + 11, 255*intensity, 255*intensity, 255*intensity, 255,
lightR, size, 240.0f,
CCoronas::TYPE_NORMAL, CCoronas::FLARE_HEADLIGHTS, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
}else{
CCoronas::RegisterCorona((uintptr)this + 10, 255*intensity, 255*intensity, 255*intensity, 255,
lightL, size, 240.0f,
CCoronas::TYPE_NORMAL, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
CCoronas::RegisterCorona((uintptr)this + 11, 255*intensity, 255*intensity, 255*intensity, 255,
lightR, size, 240.0f,
CCoronas::TYPE_NORMAL, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
}
}
// Tail light
if(CTimer::GetTimeInMilliseconds() & 0x200){
CVector pos = GetMatrix() * mi->m_positions[PLANE_POS_LIGHT_TAIL];
CCoronas::RegisterCorona((uintptr)this + 12, 255, 0, 0, 255,
pos, 1.0f, 120.0f,
CCoronas::TYPE_NORMAL, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
}
}
void
CPlane::Render(void)
{
CEntity::Render();
}
#define CRUISE_SPEED (50.0f)
#define TAXI_SPEED (5.0f)
void
CPlane::InitPlanes(void)
{
int i;
CesnaMissionStatus = CESNA_STATUS_NONE;
// Jumbo
if(pPathNodes == nil){
pPathNodes = LoadPath("data\\paths\\flight.dat", NumPathNodes, TotalLengthOfFlightPath, true);
// Figure out which nodes are on ground
CColPoint colpoint;
CEntity *entity;
for(i = 0; i < NumPathNodes; i++){
if(CWorld::ProcessVerticalLine(pPathNodes[i].p, 1000.0f, colpoint, entity, true, false, false, false, true, false, nil)){
pPathNodes[i].p.z = colpoint.point.z;
pPathNodes[i].bOnGround = true;
}else
pPathNodes[i].bOnGround = false;
}
// Find lading and takeoff points
LandingPoint = -1.0f;
TakeOffPoint = -1.0f;
bool lastOnGround = pPathNodes[NumPathNodes-1].bOnGround;
for(i = 0; i < NumPathNodes; i++){
if(pPathNodes[i].bOnGround && !lastOnGround)
LandingPoint = pPathNodes[i].t;
else if(!pPathNodes[i].bOnGround && lastOnGround)
TakeOffPoint = pPathNodes[i].t;
lastOnGround = pPathNodes[i].bOnGround;
}
// Animation
float time = 0.0f;
float position = 0.0f;
// Start on ground with slow speed
aPlaneLineBits[0].type = 1;
aPlaneLineBits[0].time = time;
aPlaneLineBits[0].position = position;
aPlaneLineBits[0].speed = TAXI_SPEED;
aPlaneLineBits[0].acceleration = 0.0f;
float dist = (TakeOffPoint-600.0f) - position;
time += dist/TAXI_SPEED;
position += dist;
// Accelerate to take off
aPlaneLineBits[1].type = 2;
aPlaneLineBits[1].time = time;
aPlaneLineBits[1].position = position;
aPlaneLineBits[1].speed = TAXI_SPEED;
aPlaneLineBits[1].acceleration = 618.75f/600.0f;
time += 600.0f/((CRUISE_SPEED+TAXI_SPEED)/2.0f);
position += 600.0f;
// Fly at cruise speed
aPlaneLineBits[2].type = 1;
aPlaneLineBits[2].time = time;
aPlaneLineBits[2].position = position;
aPlaneLineBits[2].speed = CRUISE_SPEED;
aPlaneLineBits[2].acceleration = 0.0f;
dist = LandingPoint - TakeOffPoint;
time += dist/CRUISE_SPEED;
position += dist;
// Brake after landing
aPlaneLineBits[3].type = 2;
aPlaneLineBits[3].time = time;
aPlaneLineBits[3].position = position;
aPlaneLineBits[3].speed = CRUISE_SPEED;
aPlaneLineBits[3].acceleration = -618.75f/600.0f;
time += 600.0f/((CRUISE_SPEED+TAXI_SPEED)/2.0f);
position += 600.0f;
// Taxi
aPlaneLineBits[4].type = 1;
aPlaneLineBits[4].time = time;
aPlaneLineBits[4].position = position;
aPlaneLineBits[4].speed = TAXI_SPEED;
aPlaneLineBits[4].acceleration = 0.0f;
time += (TotalLengthOfFlightPath - position)/TAXI_SPEED;
// end
aPlaneLineBits[5].time = time;
TotalDurationOfFlightPath = time;
}
// Dodo
if(pPath2Nodes == nil){
pPath2Nodes = LoadPath("data\\paths\\flight2.dat", NumPath2Nodes, TotalLengthOfFlightPath2, true);
TotalDurationOfFlightPath2 = TotalLengthOfFlightPath2/CRUISE_SPEED;
}
// Mission Cesna
if(pPath3Nodes == nil){
pPath3Nodes = LoadPath("data\\paths\\flight3.dat", NumPath3Nodes, TotalLengthOfFlightPath3, false);
TotalDurationOfFlightPath3 = TotalLengthOfFlightPath3/CRUISE_SPEED;
}
// Mission Cesna
if(pPath4Nodes == nil){
pPath4Nodes = LoadPath("data\\paths\\flight4.dat", NumPath4Nodes, TotalLengthOfFlightPath4, false);
TotalDurationOfFlightPath4 = TotalLengthOfFlightPath4/CRUISE_SPEED;
}
CStreaming::LoadAllRequestedModels(false);
CStreaming::RequestModel(MI_AIRTRAIN, 0);
CStreaming::LoadAllRequestedModels(false);
for(i = 0; i < 3; i++){
CPlane *plane = new CPlane(MI_AIRTRAIN, PERMANENT_VEHICLE);
plane->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
plane->SetStatus(STATUS_ABANDONED);
plane->bIsLocked = true;
plane->m_nPlaneId = i;
plane->m_nCurPathNode = 0;
CWorld::Add(plane);
}
CStreaming::RequestModel(MI_DEADDODO, 0);
CStreaming::LoadAllRequestedModels(false);
for(i = 0; i < 3; i++){
CPlane *plane = new CPlane(MI_DEADDODO, PERMANENT_VEHICLE);
plane->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
plane->SetStatus(STATUS_ABANDONED);
plane->bIsLocked = true;
plane->m_nPlaneId = i;
plane->m_nCurPathNode = 0;
CWorld::Add(plane);
}
}
void
CPlane::Shutdown(void)
{
delete[] pPathNodes;
delete[] pPath2Nodes;
delete[] pPath3Nodes;
delete[] pPath4Nodes;
pPathNodes = nil;
pPath2Nodes = nil;
pPath3Nodes = nil;
pPath4Nodes = nil;
}
CPlaneNode*
CPlane::LoadPath(char const *filename, int32 &numNodes, float &totalLength, bool loop)
{
int bp, lp;
int i;
CFileMgr::LoadFile(filename, work_buff, sizeof(work_buff), "r");
*gString = '\0';
for(bp = 0, lp = 0; work_buff[bp] != '\n'; bp++, lp++)
gString[lp] = work_buff[bp];
bp++;
gString[lp] = '\0';
sscanf(gString, "%d", &numNodes);
CPlaneNode *nodes = new CPlaneNode[numNodes];
for(i = 0; i < numNodes; i++){
*gString = '\0';
for(lp = 0; work_buff[bp] != '\n'; bp++, lp++)
gString[lp] = work_buff[bp];
bp++;
// BUG: game doesn't terminate string
gString[lp] = '\0';
sscanf(gString, "%f %f %f", &nodes[i].p.x, &nodes[i].p.y, &nodes[i].p.z);
}
// Calculate length of segments and path
totalLength = 0.0f;
for(i = 0; i < numNodes; i++){
nodes[i].t = totalLength;
float l = (nodes[(i+1) % numNodes].p - nodes[i].p).Magnitude2D();
if(!loop && i == numNodes-1)
l = 0.0f;
totalLength += l;
}
return nodes;
}
void
CPlane::UpdatePlanes(void)
{
int i, j;
uint32 time;
float t, deltaT;
if(CReplay::IsPlayingBack())
return;
// Jumbo jets
time = CTimer::GetTimeInMilliseconds();
for(i = 0; i < 3; i++){
t = TotalDurationOfFlightPath * (float)(time & 0x7FFFF)/0x80000;
// find current frame
for(j = 0; t > aPlaneLineBits[j+1].time; j++);
OldPlanePathPosition[i] = PlanePathPosition[i];
deltaT = t - aPlaneLineBits[j].time;
switch(aPlaneLineBits[j].type){
case 0: // standing still
PlanePathPosition[i] = aPlaneLineBits[j].position;
PlanePathSpeed[i] = 0.0f;
break;
case 1: // moving with constant speed
PlanePathPosition[i] = aPlaneLineBits[j].position + aPlaneLineBits[j].speed*deltaT;
PlanePathSpeed[i] = (TotalDurationOfFlightPath*1000.0f/0x80000) * aPlaneLineBits[j].speed;
break;
case 2: // accelerating/braking
PlanePathPosition[i] = aPlaneLineBits[j].position + (aPlaneLineBits[j].speed + aPlaneLineBits[j].acceleration*deltaT)*deltaT;
PlanePathSpeed[i] = (TotalDurationOfFlightPath*1000.0f/0x80000)*aPlaneLineBits[j].speed + 2.0f*aPlaneLineBits[j].acceleration*deltaT;
break;
}
// time offset for each plane
time += 0x80000/3;
}
time = CTimer::GetTimeInMilliseconds();
t = TotalDurationOfFlightPath2/0x80000;
PlanePath2Position[0] = CRUISE_SPEED * (time & 0x7FFFF)*t;
PlanePath2Position[1] = CRUISE_SPEED * ((time + 0x80000/3) & 0x7FFFF)*t;
PlanePath2Position[2] = CRUISE_SPEED * ((time + 0x80000/3*2) & 0x7FFFF)*t;
PlanePath2Speed[0] = CRUISE_SPEED*t;
PlanePath2Speed[1] = CRUISE_SPEED*t;
PlanePath2Speed[2] = CRUISE_SPEED*t;
if(CesnaMissionStatus == CESNA_STATUS_FLYING){
PlanePath3Speed = CRUISE_SPEED*TotalDurationOfFlightPath3/0x20000;
PlanePath3Position = PlanePath3Speed * ((time - CesnaMissionStartTime) & 0x1FFFF);
if(time - CesnaMissionStartTime >= 128072)
CesnaMissionStatus = CESNA_STATUS_LANDED;
}
if(DropOffCesnaMissionStatus == CESNA_STATUS_FLYING){
PlanePath4Speed = CRUISE_SPEED*TotalDurationOfFlightPath4/0x80000;
PlanePath4Position = PlanePath4Speed * ((time - DropOffCesnaMissionStartTime) & 0x7FFFF);
if(time - DropOffCesnaMissionStartTime >= 521288)
DropOffCesnaMissionStatus = CESNA_STATUS_LANDED;
}
}
bool
CPlane::TestRocketCollision(CVector *rocketPos)
{
int i;
i = CPools::GetVehiclePool()->GetSize();
while(--i >= 0){
CPlane *plane = (CPlane*)CPools::GetVehiclePool()->GetSlot(i);
if(plane &&
#ifdef EXPLODING_AIRTRAIN
(plane->GetModelIndex() == MI_AIRTRAIN || plane->GetModelIndex() == MI_DEADDODO) &&
#else
plane->GetModelIndex() != MI_AIRTRAIN && plane->GetModelIndex() == MI_DEADDODO && // strange check
#endif
!plane->m_bHasBeenHit && (*rocketPos - plane->GetPosition()).Magnitude() < 25.0f){
plane->m_nFrameWhenHit = CTimer::GetFrameCounter();
plane->m_bHasBeenHit = true;
CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->RegisterCrime_Immediately(CRIME_DESTROYED_CESSNA,
plane->GetPosition(), i+1983, false);
return true;
}
}
return false;
}
// BUG: not in CPlane in the game
void
CPlane::CreateIncomingCesna(void)
{
if(CesnaMissionStatus == CESNA_STATUS_FLYING){
CWorld::Remove(pDrugRunCesna);
delete pDrugRunCesna;
pDrugRunCesna = nil;
}
pDrugRunCesna = new CPlane(MI_DEADDODO, PERMANENT_VEHICLE);
pDrugRunCesna->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
pDrugRunCesna->SetStatus(STATUS_ABANDONED);
pDrugRunCesna->bIsLocked = true;
pDrugRunCesna->m_nPlaneId = 0;
pDrugRunCesna->m_nCurPathNode = 0;
pDrugRunCesna->m_bIsDrugRunCesna = true;
CWorld::Add(pDrugRunCesna);
CesnaMissionStatus = CESNA_STATUS_FLYING;
CesnaMissionStartTime = CTimer::GetTimeInMilliseconds();
printf("CPlane::CreateIncomingCesna(void)\n");
}
void
CPlane::CreateDropOffCesna(void)
{
if(DropOffCesnaMissionStatus == CESNA_STATUS_FLYING){
CWorld::Remove(pDropOffCesna);
delete pDropOffCesna;
pDropOffCesna = nil;
}
pDropOffCesna = new CPlane(MI_DEADDODO, PERMANENT_VEHICLE);
pDropOffCesna->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
pDropOffCesna->SetStatus(STATUS_ABANDONED);
pDropOffCesna->bIsLocked = true;
pDropOffCesna->m_nPlaneId = 0;
pDropOffCesna->m_nCurPathNode = 0;
pDropOffCesna->m_bIsDropOffCesna = true;
CWorld::Add(pDropOffCesna);
DropOffCesnaMissionStatus = CESNA_STATUS_FLYING;
DropOffCesnaMissionStartTime = CTimer::GetTimeInMilliseconds();
printf("CPlane::CreateDropOffCesna(void)\n");
}
const CVector CPlane::FindDrugPlaneCoordinates(void) { return pDrugRunCesna->GetPosition(); }
const CVector CPlane::FindDropOffCesnaCoordinates(void) { return pDropOffCesna->GetPosition(); }
bool CPlane::HasCesnaLanded(void) { return CesnaMissionStatus == CESNA_STATUS_LANDED; }
bool CPlane::HasCesnaBeenDestroyed(void) { return CesnaMissionStatus == CESNA_STATUS_DESTROYED; }
bool CPlane::HasDropOffCesnaBeenShotDown(void) { return DropOffCesnaMissionStatus == CESNA_STATUS_DESTROYED; }

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#pragma once
#include "Vehicle.h"
enum ePlaneNodes
{
PLANE_WHEEL_FRONT = 2,
PLANE_WHEEL_READ,
NUM_PLANE_NODES
};
struct CPlaneNode
{
CVector p; // position
float t; // xy-distance from start on path
bool bOnGround; // i.e. not flying
};
struct CPlaneInterpolationLine
{
uint8 type;
float time; // when does this keyframe start
// initial values at start of frame
float position;
float speed;
float acceleration;
};
class CPlane : public CVehicle
{
public:
// 0x288
int16 m_nPlaneId;
int16 m_isFarAway;
int16 m_nCurPathNode;
float m_fSpeed;
uint32 m_nFrameWhenHit;
bool m_bHasBeenHit;
bool m_bIsDrugRunCesna;
bool m_bIsDropOffCesna;
CPlane(int32 id, uint8 CreatedBy);
~CPlane(void);
// from CEntity
void SetModelIndex(uint32 id);
void DeleteRwObject(void);
void ProcessControl(void);
void PreRender(void);
void Render(void);
void FlagToDestroyWhenNextProcessed() { bRemoveFromWorld = true; }
static void InitPlanes(void);
static void Shutdown(void);
static CPlaneNode *LoadPath(char const *filename, int32 &numNodes, float &totalLength, bool loop);
static void UpdatePlanes(void);
static bool TestRocketCollision(CVector *rocketPos);
static void CreateIncomingCesna(void);
static void CreateDropOffCesna(void);
static const CVector FindDrugPlaneCoordinates(void);
static const CVector FindDropOffCesnaCoordinates(void);
static bool HasCesnaLanded(void);
static bool HasCesnaBeenDestroyed(void);
static bool HasDropOffCesnaBeenShotDown(void);
};
VALIDATE_SIZE(CPlane, 0x29C);
extern float LandingPoint;
extern float TakeOffPoint;
extern float PlanePathPosition[3];

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#include "common.h"
#include "main.h"
#include "Timer.h"
#include "ModelIndices.h"
#include "FileMgr.h"
#include "Streaming.h"
#include "Pad.h"
#include "Camera.h"
#include "Coronas.h"
#include "World.h"
#include "Ped.h"
#include "DMAudio.h"
#include "HandlingMgr.h"
#include "Train.h"
#include "AudioScriptObject.h"
static CTrainNode* pTrackNodes;
static int16 NumTrackNodes;
static float StationDist[3] = { 873.0f, 1522.0f, 2481.0f };
static float TotalLengthOfTrack;
static float TotalDurationOfTrack;
static CTrainInterpolationLine aLineBits[17];
static float EngineTrackPosition[2];
static float EngineTrackSpeed[2];
static CTrainNode* pTrackNodes_S;
static int16 NumTrackNodes_S;
static float StationDist_S[4] = { 55.0f, 1388.0f, 2337.0f, 3989.0f };
static float TotalLengthOfTrack_S;
static float TotalDurationOfTrack_S;
static CTrainInterpolationLine aLineBits_S[18];
static float EngineTrackPosition_S[4];
static float EngineTrackSpeed_S[4];
CVector CTrain::aStationCoors[3];
CVector CTrain::aStationCoors_S[4];
static bool bTrainArrivalAnnounced[3] = {false, false, false};
CTrain::CTrain(int32 id, uint8 CreatedBy)
: CVehicle(CreatedBy)
{
CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(id);
m_vehType = VEHICLE_TYPE_TRAIN;
pHandling = mod_HandlingManager.GetHandlingData((tVehicleType)mi->m_handlingId);
SetModelIndex(id);
Doors[0].Init(0.8f, 0.0f, 1, 0);
Doors[1].Init(-0.8f, 0.0f, 0, 0);
m_fMass = 100000000.0f;
m_fTurnMass = 100000000.0f;
m_fAirResistance = 0.9994f;
m_fElasticity = 0.05f;
m_bProcessDoor = true;
m_bTrainStopping = false;
m_nTrackId = TRACK_ELTRAIN;
m_nNumMaxPassengers = 5;
m_nDoorTimer = CTimer::GetTimeInMilliseconds();
m_nDoorState = TRAIN_DOOR_CLOSED;
bUsesCollision = true;
SetStatus(STATUS_TRAIN_MOVING);
#ifdef FIX_BUGS
m_isFarAway = true;
#endif
}
void
CTrain::SetModelIndex(uint32 id)
{
int i;
CVehicle::SetModelIndex(id);
for(i = 0; i < NUM_TRAIN_NODES; i++)
m_aTrainNodes[i] = nil;
CClumpModelInfo::FillFrameArray(GetClump(), m_aTrainNodes);
}
void
CTrain::ProcessControl(void)
{
if(gbModelViewer || m_isFarAway && (CTimer::GetFrameCounter() + m_nWagonId) & 0xF)
return;
CTrainNode *trackNodes;
int16 numTrackNodes;
float totalLengthOfTrack;
float *engineTrackPosition;
float *engineTrackSpeed;
if(m_nTrackId == TRACK_SUBWAY){
trackNodes = pTrackNodes_S;
numTrackNodes = NumTrackNodes_S;
totalLengthOfTrack = TotalLengthOfTrack_S;
engineTrackPosition = EngineTrackPosition_S;
engineTrackSpeed = EngineTrackSpeed_S;
}else{
trackNodes = pTrackNodes;
numTrackNodes = NumTrackNodes;
totalLengthOfTrack = TotalLengthOfTrack;
engineTrackPosition = EngineTrackPosition;
engineTrackSpeed = EngineTrackSpeed;
}
float trackPositionRear = engineTrackPosition[m_nWagonGroup] - m_fWagonPosition;
if(trackPositionRear < 0.0f)
trackPositionRear += totalLengthOfTrack;
// Advance current node to appropriate position
float pos1, pos2;
int nextTrackNode = m_nCurTrackNode + 1;
pos1 = trackNodes[m_nCurTrackNode].t;
if(nextTrackNode < numTrackNodes)
pos2 = trackNodes[nextTrackNode].t;
else{
nextTrackNode = 0;
pos2 = totalLengthOfTrack;
}
while(trackPositionRear < pos1 || trackPositionRear > pos2){
m_nCurTrackNode = (m_nCurTrackNode+1) % numTrackNodes;
nextTrackNode = m_nCurTrackNode + 1;
pos1 = trackNodes[m_nCurTrackNode].t;
if(nextTrackNode < numTrackNodes)
pos2 = trackNodes[nextTrackNode].t;
else{
nextTrackNode = 0;
pos2 = totalLengthOfTrack;
}
}
float dist = trackNodes[nextTrackNode].t - trackNodes[m_nCurTrackNode].t;
if(dist < 0.0f)
dist += totalLengthOfTrack;
float f = (trackPositionRear - trackNodes[m_nCurTrackNode].t)/dist;
CVector posRear = (1.0f - f)*trackNodes[m_nCurTrackNode].p + f*trackNodes[nextTrackNode].p;
// Now same again for the front
float trackPositionFront = trackPositionRear + 20.0f;
if(trackPositionFront > totalLengthOfTrack)
trackPositionFront -= totalLengthOfTrack;
int curTrackNodeFront = m_nCurTrackNode;
int nextTrackNodeFront = curTrackNodeFront + 1;
pos1 = trackNodes[curTrackNodeFront].t;
if(nextTrackNodeFront < numTrackNodes)
pos2 = trackNodes[nextTrackNodeFront].t;
else{
nextTrackNodeFront = 0;
pos2 = totalLengthOfTrack;
}
while(trackPositionFront < pos1 || trackPositionFront > pos2){
curTrackNodeFront = (curTrackNodeFront+1) % numTrackNodes;
nextTrackNodeFront = curTrackNodeFront + 1;
pos1 = trackNodes[curTrackNodeFront].t;
if(nextTrackNodeFront < numTrackNodes)
pos2 = trackNodes[nextTrackNodeFront].t;
else{
nextTrackNodeFront = 0;
pos2 = totalLengthOfTrack;
}
}
dist = trackNodes[nextTrackNodeFront].t - trackNodes[curTrackNodeFront].t;
if(dist < 0.0f)
dist += totalLengthOfTrack;
f = (trackPositionFront - trackNodes[curTrackNodeFront].t)/dist;
CVector posFront = (1.0f - f)*trackNodes[curTrackNodeFront].p + f*trackNodes[nextTrackNodeFront].p;
// Now set matrix
SetPosition((posRear + posFront)/2.0f);
CVector fwd = posFront - posRear;
fwd.Normalise();
CVector right = CrossProduct(fwd, CVector(0.0f, 0.0f, 1.0f));
right.Normalise();
CVector up = CrossProduct(right, fwd);
GetRight() = right;
GetUp() = up;
GetForward() = fwd;
// Set speed
m_vecMoveSpeed = fwd*engineTrackSpeed[m_nWagonGroup]/60.0f;
m_fSpeed = engineTrackSpeed[m_nWagonGroup]/60.0f;
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
if(engineTrackSpeed[m_nWagonGroup] > 0.001f){
SetStatus(STATUS_TRAIN_MOVING);
m_bTrainStopping = false;
m_bProcessDoor = true;
}else{
SetStatus(STATUS_TRAIN_NOT_MOVING);
m_bTrainStopping = true;
}
m_isFarAway = !((posFront - TheCamera.GetPosition()).Magnitude2D() < sq(250.0f));
if(m_fWagonPosition == 20.0f && m_fSpeed > 0.0001f)
if(Abs(TheCamera.GetPosition().z - GetPosition().z) < 15.0f)
CPad::GetPad(0)->StartShake_Train(GetPosition().x, GetPosition().y);
if(m_bProcessDoor)
switch(m_nDoorState){
case TRAIN_DOOR_CLOSED:
if(m_bTrainStopping){
m_nDoorTimer = CTimer::GetTimeInMilliseconds() + 1000;
m_nDoorState = TRAIN_DOOR_OPENING;
DMAudio.PlayOneShot(m_audioEntityId, SOUND_TRAIN_DOOR_CLOSE, 0.0f);
}
break;
case TRAIN_DOOR_OPENING:
if(CTimer::GetTimeInMilliseconds() < m_nDoorTimer){
OpenTrainDoor(1.0f - (m_nDoorTimer - CTimer::GetTimeInMilliseconds())/1000.0f);
}else{
OpenTrainDoor(1.0f);
m_nDoorState = TRAIN_DOOR_OPEN;
}
break;
case TRAIN_DOOR_OPEN:
if(!m_bTrainStopping){
m_nDoorTimer = CTimer::GetTimeInMilliseconds() + 1000;
m_nDoorState = TRAIN_DOOR_CLOSING;
DMAudio.PlayOneShot(m_audioEntityId, SOUND_TRAIN_DOOR_OPEN, 0.0f);
}
break;
case TRAIN_DOOR_CLOSING:
if(CTimer::GetTimeInMilliseconds() < m_nDoorTimer){
OpenTrainDoor((m_nDoorTimer - CTimer::GetTimeInMilliseconds())/1000.0f);
}else{
OpenTrainDoor(0.0f);
m_nDoorState = TRAIN_DOOR_CLOSED;
m_bProcessDoor = false;
}
break;
}
GetMatrix().UpdateRW();
UpdateRwFrame();
RemoveAndAdd();
bIsStuck = false;
bIsInSafePosition = true;
bWasPostponed = false;
// request/remove model
if(m_isFarAway){
if(m_rwObject)
DeleteRwObject();
}else if(CStreaming::HasModelLoaded(MI_TRAIN)){
if(m_rwObject == nil){
m_modelIndex = -1;
SetModelIndex(MI_TRAIN);
}
}else{
if(FindPlayerCoors().z * GetPosition().z >= 0.0f)
CStreaming::RequestModel(MI_TRAIN, STREAMFLAGS_DEPENDENCY);
}
// Hit stuff
if(m_bIsFirstWagon && GetStatus()== STATUS_TRAIN_MOVING){
CVector front = GetPosition() + GetForward()*GetColModel()->boundingBox.max.y + m_vecMoveSpeed*CTimer::GetTimeStep();
int x, xmin, xmax;
int y, ymin, ymax;
xmin = CWorld::GetSectorIndexX(front.x - 3.0f);
if(xmin < 0) xmin = 0;
xmax = CWorld::GetSectorIndexX(front.x + 3.0f);
if(xmax > NUMSECTORS_X-1) xmax = NUMSECTORS_X-1;
ymin = CWorld::GetSectorIndexY(front.y - 3.0f);
if(ymin < 0) ymin = 0;
ymax = CWorld::GetSectorIndexY(front.y + 3.0f);
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);
TrainHitStuff(s->m_lists[ENTITYLIST_VEHICLES]);
TrainHitStuff(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP]);
TrainHitStuff(s->m_lists[ENTITYLIST_PEDS]);
TrainHitStuff(s->m_lists[ENTITYLIST_PEDS_OVERLAP]);
}
}
}
void
CTrain::PreRender(void)
{
CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex());
if(m_bIsFirstWagon){
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);
float behindness = DotProduct(lookVector, GetForward());
if(behindness < 0.0f){
// In front of train
CVector lightPos = mi->m_positions[TRAIN_POS_LIGHT_FRONT];
CVector lightR = GetMatrix() * lightPos;
CVector lightL = lightR;
lightL -= GetRight()*2.0f*lightPos.x;
float intensity = -0.4f*behindness + 0.2f;
float size = 1.0f - behindness;
if(behindness < -0.9f && camDist < 35.0f){
// directly in front
CCoronas::RegisterCorona((uintptr)this + 10, 255*intensity, 255*intensity, 255*intensity, 255,
lightL, size, 80.0f,
CCoronas::TYPE_NORMAL, CCoronas::FLARE_HEADLIGHTS, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
CCoronas::RegisterCorona((uintptr)this + 11, 255*intensity, 255*intensity, 255*intensity, 255,
lightR, size, 80.0f,
CCoronas::TYPE_NORMAL, CCoronas::FLARE_HEADLIGHTS, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
}else{
CCoronas::RegisterCorona((uintptr)this + 10, 255*intensity, 255*intensity, 255*intensity, 255,
lightL, size, 80.0f,
CCoronas::TYPE_NORMAL, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
CCoronas::RegisterCorona((uintptr)this + 11, 255*intensity, 255*intensity, 255*intensity, 255,
lightR, size, 80.0f,
CCoronas::TYPE_NORMAL, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
}
}
}
if(m_bIsLastWagon){
CVector lightPos = mi->m_positions[TRAIN_POS_LIGHT_REAR];
CVector lightR = GetMatrix() * lightPos;
CVector lightL = lightR;
lightL -= GetRight()*2.0f*lightPos.x;
CCoronas::RegisterCorona((uintptr)this + 12, 255, 0, 0, 255,
lightL, 1.0f, 80.0f,
CCoronas::TYPE_NORMAL, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
CCoronas::RegisterCorona((uintptr)this + 13, 255, 0, 0, 255,
lightR, 1.0f, 80.0f,
CCoronas::TYPE_NORMAL, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
}
}
void
CTrain::Render(void)
{
CEntity::Render();
}
void
CTrain::TrainHitStuff(CPtrList &list)
{
CPtrNode *node;
CPhysical *phys;
for(node = list.first; node; node = node->next){
phys = (CPhysical*)node->item;
if(phys != this && Abs(this->GetPosition().z - phys->GetPosition().z) < 1.5f)
phys->bHitByTrain = true;
}
}
void
CTrain::AddPassenger(CPed *ped)
{
int i = ped->m_vehDoor;
if((i == TRAIN_POS_LEFT_ENTRY || i == TRAIN_POS_MID_ENTRY || i == TRAIN_POS_RIGHT_ENTRY) && pPassengers[i] == nil){
pPassengers[i] = ped;
m_nNumPassengers++;
}else{
for(i = 0; i < 6; i++)
if(pPassengers[i] == nil){
pPassengers[i] = ped;
m_nNumPassengers++;
return;
}
}
}
void
CTrain::OpenTrainDoor(float ratio)
{
if(m_rwObject == nil)
return;
CMatrix doorL(RwFrameGetMatrix(m_aTrainNodes[TRAIN_DOOR_LHS]));
CMatrix doorR(RwFrameGetMatrix(m_aTrainNodes[TRAIN_DOOR_RHS]));
CVector posL = doorL.GetPosition();
CVector posR = doorR.GetPosition();
bool isClosed = Doors[0].IsClosed(); // useless
Doors[0].Open(ratio);
Doors[1].Open(ratio);
if(isClosed)
Doors[0].RetTranslationWhenClosed(); // useless
posL.y = Doors[0].m_fPosn;
posR.y = Doors[1].m_fPosn;
doorL.SetTranslate(posL);
doorR.SetTranslate(posR);
doorL.UpdateRW();
doorR.UpdateRW();
}
void
CTrain::InitTrains(void)
{
int i, j;
CTrain *train;
// El train
if(pTrackNodes == nil)
ReadAndInterpretTrackFile("data\\paths\\tracks.dat", &pTrackNodes, &NumTrackNodes, 3, StationDist,
&TotalLengthOfTrack, &TotalDurationOfTrack, aLineBits, false);
// Subway
if(pTrackNodes_S == nil)
ReadAndInterpretTrackFile("data\\paths\\tracks2.dat", &pTrackNodes_S, &NumTrackNodes_S, 4, StationDist_S,
&TotalLengthOfTrack_S, &TotalDurationOfTrack_S, aLineBits_S, true);
int trainId;
CStreaming::LoadAllRequestedModels(false);
if(CModelInfo::GetModelInfo("train", &trainId))
CStreaming::RequestModel(trainId, 0);
CStreaming::LoadAllRequestedModels(false);
// El-Train wagons
float wagonPositions[] = { 0.0f, 20.0f, 40.0f, 0.0f, 20.0f };
int8 firstWagon[] = { 1, 0, 0, 1, 0 };
int8 lastWagon[] = { 0, 0, 1, 0, 1 };
int16 wagonGroup[] = { 0, 0, 0, 1, 1 };
for(i = 0; i < 5; i++){
train = new CTrain(MI_TRAIN, PERMANENT_VEHICLE);
train->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
train->SetStatus(STATUS_ABANDONED);
train->bIsLocked = true;
train->m_fWagonPosition = wagonPositions[i];
train->m_bIsFirstWagon = firstWagon[i];
train->m_bIsLastWagon = lastWagon[i];
train->m_nWagonGroup = wagonGroup[i];
train->m_nWagonId = i;
train->m_nCurTrackNode = 0;
CWorld::Add(train);
}
// Subway wagons
float wagonPositions_S[] = { 0.0f, 20.0f, 0.0f, 20.0f, 0.0f, 20.0f, 0.0f, 20.0f };
int8 firstWagon_S[] = { 1, 0, 1, 0, 1, 0, 1, 0 };
int8 lastWagon_S[] = { 0, 1, 0, 1, 0, 1, 0, 1 };
int16 wagonGroup_S[] = { 0, 0, 1, 1, 2, 2, 3, 3 };
for(i = 0; i < 8; i++){
train = new CTrain(MI_TRAIN, PERMANENT_VEHICLE);
train->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
train->SetStatus(STATUS_ABANDONED);
train->bIsLocked = true;
train->m_fWagonPosition = wagonPositions_S[i];
train->m_bIsFirstWagon = firstWagon_S[i];
train->m_bIsLastWagon = lastWagon_S[i];
train->m_nWagonGroup = wagonGroup_S[i];
train->m_nWagonId = i;
train->m_nCurTrackNode = 0;
train->m_nTrackId = TRACK_SUBWAY;
CWorld::Add(train);
}
// This code is actually useless, it seems it was used for announcements once
for(i = 0; i < 3; i++){
for(j = 0; pTrackNodes[j].t < StationDist[i]; j++);
aStationCoors[i] = pTrackNodes[j].p;
}
for(i = 0; i < 4; i++){
for(j = 0; pTrackNodes_S[j].t < StationDist_S[i]; j++);
aStationCoors_S[i] = pTrackNodes_S[j].p;
}
}
void
CTrain::Shutdown(void)
{
delete[] pTrackNodes;
delete[] pTrackNodes_S;
pTrackNodes = nil;
pTrackNodes_S = nil;
}
void
CTrain::ReadAndInterpretTrackFile(Const char *filename, CTrainNode **nodes, int16 *numNodes, int32 numStations, float *stationDists,
float *totalLength, float *totalDuration, CTrainInterpolationLine *interpLines, bool rightRail)
{
bool readingFile = false;
int bp, lp;
int i, tmp;
if(*nodes == nil){
readingFile = true;
CFileMgr::LoadFile(filename, work_buff, sizeof(work_buff), "r");
*gString = '\0';
for(bp = 0, lp = 0; work_buff[bp] != '\n'; bp++, lp++)
gString[lp] = work_buff[bp];
bp++;
// BUG: game doesn't terminate string and uses numNodes in sscanf directly
gString[lp] = '\0';
sscanf(gString, "%d", &tmp);
*numNodes = tmp;
*nodes = new CTrainNode[*numNodes];
for(i = 0; i < *numNodes; i++){
*gString = '\0';
for(lp = 0; work_buff[bp] != '\n'; bp++, lp++)
gString[lp] = work_buff[bp];
bp++;
// BUG: game doesn't terminate string
gString[lp] = '\0';
sscanf(gString, "%f %f %f", &(*nodes)[i].p.x, &(*nodes)[i].p.y, &(*nodes)[i].p.z);
}
// Coordinates are of one of the rails, but we want the center
float toCenter = rightRail ? 0.9f : -0.9f;
CVector fwd;
for(i = 0; i < *numNodes; i++){
if(i == *numNodes-1)
fwd = (*nodes)[0].p - (*nodes)[i].p;
else
fwd = (*nodes)[i+1].p - (*nodes)[i].p;
CVector right = CrossProduct(fwd, CVector(0.0f, 0.0f, 1.0f));
right.Normalise();
(*nodes)[i].p -= right*toCenter;
}
}
// Calculate length of segments and track
float t = 0.0f;
for(i = 0; i < *numNodes; i++){
(*nodes)[i].t = t;
t += ((*nodes)[(i+1) % (*numNodes)].p - (*nodes)[i].p).Magnitude2D();
}
*totalLength = t;
// Find correct z values
if(readingFile){
CColPoint colpoint;
CEntity *entity;
for(i = 0; i < *numNodes; i++){
CVector p = (*nodes)[i].p;
p.z += 1.0f;
if(CWorld::ProcessVerticalLine(p, p.z-0.5f, colpoint, entity, true, false, false, false, true, false, nil))
(*nodes)[i].p.z = colpoint.point.z;
(*nodes)[i].p.z += 0.2f;
}
}
// Create animation for stopping at stations
// TODO: figure out magic numbers?
float position = 0.0f;
float time = 0.0f;
int j = 0;
for(i = 0; i < numStations; i++){
// Start at full speed
interpLines[j].type = 1;
interpLines[j].time = time;
interpLines[j].position = position;
interpLines[j].speed = 15.0f;
interpLines[j].acceleration = 0.0f;
j++;
// distance to next keyframe
float dist = (stationDists[i]-40.0f) - position;
time += dist/15.0f;
position += dist;
// Now slow down 40 units before stop
interpLines[j].type = 2;
interpLines[j].time = time;
interpLines[j].position = position;
interpLines[j].speed = 15.0f;
interpLines[j].acceleration = -45.0f/32.0f;
j++;
time += 80.0f/15.0f;
position += 40.0f; // at station
// stopping
interpLines[j].type = 0;
interpLines[j].time = time;
interpLines[j].position = position;
interpLines[j].speed = 0.0f;
interpLines[j].acceleration = 0.0f;
j++;
time += 25.0f;
// accelerate again
interpLines[j].type = 2;
interpLines[j].time = time;
interpLines[j].position = position;
interpLines[j].speed = 0.0f;
interpLines[j].acceleration = 45.0f/32.0f;
j++;
time += 80.0f/15.0f;
position += 40.0f; // after station
}
// last keyframe
interpLines[j].type = 1;
interpLines[j].time = time;
interpLines[j].position = position;
interpLines[j].speed = 15.0f;
interpLines[j].acceleration = 0.0f;
j++;
*totalDuration = time + (*totalLength - position)/15.0f;
// end
interpLines[j].time = *totalDuration;
}
void
PlayAnnouncement(uint8 sound, uint8 station)
{
// this was gone in a PC version but inlined on PS2
cAudioScriptObject *obj = new cAudioScriptObject;
obj->AudioId = sound;
obj->Posn = CTrain::aStationCoors[station];
obj->AudioEntity = AEHANDLE_NONE;
DMAudio.CreateOneShotScriptObject(obj);
}
void
ProcessTrainAnnouncements(void)
{
for (int i = 0; i < ARRAY_SIZE(StationDist); i++) {
for (int j = 0; j < ARRAY_SIZE(EngineTrackPosition); j++) {
if (!bTrainArrivalAnnounced[i]) {
float preDist = StationDist[i] - 100.0f;
if (preDist < 0.0f)
preDist += TotalLengthOfTrack;
if (EngineTrackPosition[j] > preDist && EngineTrackPosition[j] < StationDist[i]) {
bTrainArrivalAnnounced[i] = true;
PlayAnnouncement(SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_1, i);
break;
}
} else {
float postDist = StationDist[i] + 10.0f;
#ifdef FIX_BUGS
if (postDist > TotalLengthOfTrack)
postDist -= TotalLengthOfTrack;
#else
if (postDist < 0.0f) // does this even make sense here?
postDist += TotalLengthOfTrack;
#endif
if (EngineTrackPosition[j] > StationDist[i] && EngineTrackPosition[j] < postDist) {
bTrainArrivalAnnounced[i] = false;
PlayAnnouncement(SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_2, i);
break;
}
}
}
}
}
void
CTrain::UpdateTrains(void)
{
int i, j;
uint32 time;
float t, deltaT;
if(TheCamera.GetPosition().x > 200.0f && TheCamera.GetPosition().x < 1600.0f &&
TheCamera.GetPosition().y > -1000.0f && TheCamera.GetPosition().y < 500.0f){
// Update El-Train
time = CTimer::GetTimeInMilliseconds();
for(i = 0; i < 2; i++){
t = TotalDurationOfTrack * (float)(time & 0x1FFFF)/0x20000;
// find current frame
for(j = 0; t > aLineBits[j+1].time; j++);
deltaT = t - aLineBits[j].time;
switch(aLineBits[j].type){
case 0: // standing still
EngineTrackPosition[i] = aLineBits[j].position;
EngineTrackSpeed[i] = 0.0f;
break;
case 1: // moving with constant speed
EngineTrackPosition[i] = aLineBits[j].position + aLineBits[j].speed*deltaT;
EngineTrackSpeed[i] = (TotalDurationOfTrack*1000.0f/0x20000) * aLineBits[j].speed;
break;
case 2: // accelerating/braking
EngineTrackPosition[i] = aLineBits[j].position + (aLineBits[j].speed + aLineBits[j].acceleration*deltaT)*deltaT;
EngineTrackSpeed[i] = (TotalDurationOfTrack*1000.0f/0x20000)*aLineBits[j].speed + 2.0f*aLineBits[j].acceleration*deltaT;
break;
}
// time offset for each train
time += 0x20000/2;
}
ProcessTrainAnnouncements();
}
// Update Subway
time = CTimer::GetTimeInMilliseconds();
for(i = 0; i < 4; i++){
t = TotalDurationOfTrack_S * (float)(time & 0x3FFFF)/0x40000;
// find current frame
for(j = 0; t > aLineBits_S[j+1].time; j++);
deltaT = t - aLineBits_S[j].time;
switch(aLineBits_S[j].type){
case 0: // standing still
EngineTrackPosition_S[i] = aLineBits_S[j].position;
EngineTrackSpeed_S[i] = 0.0f;
break;
case 1: // moving with constant speed
EngineTrackPosition_S[i] = aLineBits_S[j].position + aLineBits_S[j].speed*deltaT;
EngineTrackSpeed_S[i] = (TotalDurationOfTrack*1000.0f/0x40000) * aLineBits_S[j].speed;
break;
case 2: // accelerating/braking
EngineTrackPosition_S[i] = aLineBits_S[j].position + (aLineBits_S[j].speed + aLineBits_S[j].acceleration*deltaT)*deltaT;
EngineTrackSpeed_S[i] = (TotalDurationOfTrack*1000.0f/0x40000)*aLineBits_S[j].speed + 2.0f*aLineBits_S[j].acceleration*deltaT;
break;
}
// time offset for each train
time += 0x40000/4;
}
}

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#pragma once
#include "Vehicle.h"
#include "Door.h"
enum
{
TRACK_ELTRAIN,
TRACK_SUBWAY
};
enum
{
TRAIN_DOOR_CLOSED,
TRAIN_DOOR_OPENING,
TRAIN_DOOR_OPEN,
TRAIN_DOOR_CLOSING
};
enum eTrainNodes
{
TRAIN_DOOR_LHS = 1,
TRAIN_DOOR_RHS,
NUM_TRAIN_NODES
};
struct CTrainNode
{
CVector p; // position
float t; // xy-distance from start on track
};
struct CTrainInterpolationLine
{
uint8 type;
float time; // when does this keyframe start
// initial values at start of frame
float position;
float speed;
float acceleration;
};
class CTrain : public CVehicle
{
public:
// 0x288
float m_fWagonPosition;
int16 m_nWagonId;
int16 m_isFarAway; // don't update so often?
int16 m_nCurTrackNode;
int16 m_nWagonGroup;
float m_fSpeed;
bool m_bProcessDoor;
bool m_bTrainStopping;
bool m_bIsFirstWagon;
bool m_bIsLastWagon;
uint8 m_nTrackId; // or m_bUsesSubwayTracks?
uint32 m_nDoorTimer;
int16 m_nDoorState;
CTrainDoor Doors[2];
RwFrame *m_aTrainNodes[NUM_TRAIN_NODES];
// unused
static CVector aStationCoors[3];
static CVector aStationCoors_S[4];
CTrain(int32 id, uint8 CreatedBy);
// from CEntity
void SetModelIndex(uint32 id);
void ProcessControl(void);
void PreRender(void);
void Render(void);
void AddPassenger(CPed *ped);
void OpenTrainDoor(float ratio);
void TrainHitStuff(CPtrList &list);
static void InitTrains(void);
static void Shutdown(void);
static void ReadAndInterpretTrackFile(Const char *filename, CTrainNode **nodes, int16 *numNodes, int32 numStations, float *stationDists,
float *totalLength, float *totalDuration, CTrainInterpolationLine *interpLines, bool rightRail);
static void UpdateTrains(void);
};
VALIDATE_SIZE(CTrain, 0x2E4);

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#include "common.h"
#include "Timer.h"
#include "HandlingMgr.h"
#include "Transmission.h"
void
cTransmission::InitGearRatios(void)
{
static tGear *pGearRatio0 = nil;
static tGear *pGearRatio1 = nil;
int i;
float velocityDiff;
memset(Gears, 0, sizeof(Gears));
for(i = 1; i <= nNumberOfGears; i++){
pGearRatio0 = &Gears[i-1];
pGearRatio1 = &Gears[i];
pGearRatio1->fMaxVelocity = (float)i / nNumberOfGears * fMaxVelocity;
velocityDiff = pGearRatio1->fMaxVelocity - pGearRatio0->fMaxVelocity;
if(i >= nNumberOfGears){
pGearRatio1->fShiftUpVelocity = fMaxVelocity;
}else{
Gears[i+1].fShiftDownVelocity = velocityDiff*0.42f + pGearRatio0->fMaxVelocity;
pGearRatio1->fShiftUpVelocity = velocityDiff*0.6667f + pGearRatio0->fMaxVelocity;
}
}
// Reverse gear
Gears[0].fMaxVelocity = fMaxReverseVelocity;
Gears[0].fShiftUpVelocity = -0.01f;
Gears[0].fShiftDownVelocity = fMaxReverseVelocity;
Gears[1].fShiftDownVelocity = -0.01f;
}
void
cTransmission::CalculateGearForSimpleCar(float speed, uint8 &gear)
{
static tGear *pGearRatio;
pGearRatio = &Gears[gear];
fCurVelocity = speed;
if(speed > pGearRatio->fShiftUpVelocity)
gear++;
else if(speed < pGearRatio->fShiftDownVelocity){
if(gear - 1 < 0)
gear = 0;
else
gear--;
}
}
float
cTransmission::CalculateDriveAcceleration(const float &gasPedal, uint8 &gear, float &time, const float &velocity, bool cheat)
{
static float fAcceleration = 0.0f;
static float fVelocity;
static float fCheat;
static tGear *pGearRatio;
fVelocity = velocity;
if(fVelocity < fMaxReverseVelocity){
fVelocity = fMaxReverseVelocity;
return 0.0f;
}
if(fVelocity > fMaxVelocity){
fVelocity = fMaxVelocity;
return 0.0f;
}
fCurVelocity = fVelocity;
assert(gear <= nNumberOfGears);
pGearRatio = &Gears[gear];
if(fVelocity > pGearRatio->fShiftUpVelocity){
if(gear != 0 || gasPedal > 0.0f){
gear++;
time = 0.0f;
return CalculateDriveAcceleration(gasPedal, gear, time, fVelocity, false);
}
}else if(fVelocity < pGearRatio->fShiftDownVelocity && gear != 0){
if(gear != 1 || gasPedal < 0.0f){
gear--;
time = 0.0f;
return CalculateDriveAcceleration(gasPedal, gear, time, fVelocity, false);
}
}
if(time > 0.0f){
// changing gears currently, can't accelerate
fAcceleration = 0.0f;
time -= CTimer::GetTimeStepInSeconds();
}else{
float speedMul, accelMul;
if(gear < 1){
// going reverse
accelMul = (Flags & HANDLING_2G_BOOST) ? 2.0f : 1.0f;
speedMul = -1.0f;
}else if(nNumberOfGears == 1){
accelMul = 1.0f;
speedMul = 1.0f;
}else{
// BUG or not? this is 1.0 normally but 0.0 in the highest gear
float f = 1.0f - (gear-1)/(nNumberOfGears-1);
speedMul = 3.0f*sq(f) + 1.0f;
// This is pretty ugly, could be written more clearly
if(Flags & HANDLING_2G_BOOST){
if(gear == 1)
accelMul = (Flags & HANDLING_1G_BOOST) ? 3.0f : 2.0f;
else if(gear == 2)
accelMul = 1.3f;
else
accelMul = 1.0f;
}else if(Flags & HANDLING_1G_BOOST && gear == 1){
accelMul = 3.0f;
}else
accelMul = 1.0f;
}
if(cheat)
fCheat = 1.2f;
else
fCheat = 1.0f;
float targetVelocity = Gears[gear].fMaxVelocity*speedMul*fCheat;
float accel = (targetVelocity - fVelocity) * (fEngineAcceleration*accelMul) / Abs(targetVelocity);
if(Abs(fVelocity) < Abs(Gears[gear].fMaxVelocity*fCheat))
fAcceleration = gasPedal * accel * CTimer::GetTimeStep();
else
fAcceleration = 0.0f;
}
return fAcceleration;
}

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#pragma once
struct tGear
{
float fMaxVelocity;
float fShiftUpVelocity;
float fShiftDownVelocity;
};
class cTransmission
{
public:
// Gear 0 is reverse, 1-5 are forward
tGear Gears[6];
char nDriveType;
char nEngineType;
int8 nNumberOfGears;
uint8 Flags;
float fEngineAcceleration;
float fMaxVelocity;
float fMaxCruiseVelocity;
float fMaxReverseVelocity;
float fCurVelocity;
void InitGearRatios(void);
void CalculateGearForSimpleCar(float speed, uint8 &gear);
float CalculateDriveAcceleration(const float &gasPedal, uint8 &gear, float &time, const float &velocity, bool cheat);
};

1385
src/vehicles/Vehicle.cpp Normal file

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#pragma once
#include "Physical.h"
#include "AutoPilot.h"
#include "ModelIndices.h"
#include "AnimationId.h"
#include "WeaponType.h"
#include "Collision.h"
class CPed;
class CFire;
struct tHandlingData;
enum {
RANDOM_VEHICLE = 1,
MISSION_VEHICLE = 2,
PARKED_VEHICLE = 3,
PERMANENT_VEHICLE = 4,
};
enum eCarLock {
CARLOCK_NOT_USED,
CARLOCK_UNLOCKED,
CARLOCK_LOCKED,
CARLOCK_LOCKOUT_PLAYER_ONLY,
CARLOCK_LOCKED_PLAYER_INSIDE,
CARLOCK_LOCKED_INITIALLY,
CARLOCK_FORCE_SHUT_DOORS
};
enum eDoors
{
DOOR_BONNET = 0,
DOOR_BOOT,
DOOR_FRONT_LEFT,
DOOR_FRONT_RIGHT,
DOOR_REAR_LEFT,
DOOR_REAR_RIGHT
};
enum ePanels
{
VEHPANEL_FRONT_LEFT,
VEHPANEL_FRONT_RIGHT,
VEHPANEL_REAR_LEFT,
VEHPANEL_REAR_RIGHT,
VEHPANEL_WINDSCREEN,
VEHBUMPER_FRONT,
VEHBUMPER_REAR,
};
enum eLights
{
VEHLIGHT_FRONT_LEFT,
VEHLIGHT_FRONT_RIGHT,
VEHLIGHT_REAR_LEFT,
VEHLIGHT_REAR_RIGHT,
};
enum
{
CAR_PIECE_BONNET = 1,
CAR_PIECE_BOOT,
CAR_PIECE_BUMP_FRONT,
CAR_PIECE_BUMP_REAR,
CAR_PIECE_DOOR_LF,
CAR_PIECE_DOOR_RF,
CAR_PIECE_DOOR_LR,
CAR_PIECE_DOOR_RR,
CAR_PIECE_WING_LF,
CAR_PIECE_WING_RF,
CAR_PIECE_WING_LR,
CAR_PIECE_WING_RR,
CAR_PIECE_WHEEL_LF,
CAR_PIECE_WHEEL_RF,
CAR_PIECE_WHEEL_LR,
CAR_PIECE_WHEEL_RR,
CAR_PIECE_WINDSCREEN,
};
enum tWheelState
{
WHEEL_STATE_NORMAL, // standing still or rolling normally
WHEEL_STATE_SPINNING, // rotating but not moving
WHEEL_STATE_SKIDDING,
WHEEL_STATE_FIXED, // not rotating
};
enum eFlightModel
{
FLIGHT_MODEL_DODO,
// not used in III
FLIGHT_MODEL_RCPLANE,
FLIGHT_MODEL_HELI,
FLIGHT_MODEL_SEAPLANE
};
// TODO: what is this even?
enum eBikeWheelSpecial {
BIKE_WHEELSPEC_0, // both wheels on ground
BIKE_WHEELSPEC_1, // rear wheel on ground
BIKE_WHEELSPEC_2, // only front wheel on ground
BIKE_WHEELSPEC_3, // can't happen
};
class CVehicle : public CPhysical
{
public:
// 0x128
tHandlingData *pHandling;
CAutoPilot AutoPilot;
uint8 m_currentColour1;
uint8 m_currentColour2;
int8 m_aExtras[2];
int16 m_nAlarmState;
int16 m_nMissionValue;
CPed *pDriver;
CPed *pPassengers[8];
uint8 m_nNumPassengers;
int8 m_nNumGettingIn;
int8 m_nGettingInFlags;
int8 m_nGettingOutFlags;
uint8 m_nNumMaxPassengers;
float field_1D0[4];
CEntity *m_pCurGroundEntity;
CFire *m_pCarFire;
float m_fSteerAngle;
float m_fGasPedal;
float m_fBrakePedal;
uint8 VehicleCreatedBy;
// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CVehicle.h from R*
uint8 bIsLawEnforcer: 1; // Is this guy chasing the player at the moment
uint8 bIsAmbulanceOnDuty: 1; // Ambulance trying to get to an accident
uint8 bIsFireTruckOnDuty: 1; // Firetruck trying to get to a fire
uint8 bIsLocked: 1; // Is this guy locked by the script (cannot be removed)
uint8 bEngineOn: 1; // For sound purposes. Parked cars have their engines switched off (so do destroyed cars)
uint8 bIsHandbrakeOn: 1; // How's the handbrake doing ?
uint8 bLightsOn: 1; // Are the lights switched on ?
uint8 bFreebies: 1; // Any freebies left in this vehicle ?
uint8 bIsVan: 1; // Is this vehicle a van (doors at back of vehicle)
uint8 bIsBus: 1; // Is this vehicle a bus
uint8 bIsBig: 1; // Is this vehicle a bus
uint8 bLowVehicle: 1; // Need this for sporty type cars to use low getting-in/out anims
uint8 bComedyControls : 1; // Will make the car hard to control (hopefully in a funny way)
uint8 bWarnedPeds : 1; // Has scan and warn peds of danger been processed?
uint8 bCraneMessageDone : 1; // A crane message has been printed for this car allready
uint8 bExtendedRange : 1; // This vehicle needs to be a bit further away to get deleted
uint8 bTakeLessDamage : 1; // This vehicle is stronger (takes about 1/4 of damage)
uint8 bIsDamaged : 1; // This vehicle has been damaged and is displaying all its components
uint8 bHasBeenOwnedByPlayer : 1;// To work out whether stealing it is a crime
uint8 bFadeOut : 1; // Fade vehicle out
uint8 bIsBeingCarJacked : 1; // Fade vehicle out
uint8 bCreateRoadBlockPeds : 1; // If this vehicle gets close enough we will create peds (coppers or gang members) round it
uint8 bCanBeDamaged : 1; // Set to FALSE during cut scenes to avoid explosions
uint8 bUsingSpecialColModel : 1;// Is player vehicle using special collision model, stored in player strucure
uint8 bOccupantsHaveBeenGenerated : 1; // Is true if the occupants have already been generated. (Shouldn't happen again)
uint8 bGunSwitchedOff : 1; // Level designers can use this to switch off guns on boats
uint8 bVehicleColProcessed : 1;// Has ProcessEntityCollision been processed for this car?
uint8 bIsCarParkVehicle : 1; // Car has been created using the special CAR_PARK script command
uint8 bHasAlreadyBeenRecorded : 1; // Used for replays
int8 m_numPedsUseItAsCover;
uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default)
int8 m_nPacManPickupsCarried;
uint8 m_nRoadblockType;
int16 m_nRoadblockNode;
float m_fHealth; // 1000.0f = full health. 250.0f = fire. 0 -> explode
uint8 m_nCurrentGear;
float m_fChangeGearTime;
uint32 m_nGunFiringTime; // last time when gun on vehicle was fired (used on boats)
uint32 m_nTimeOfDeath;
uint16 m_nTimeBlocked;
int16 m_nBombTimer; // goes down with each frame
CEntity *m_pBlowUpEntity;
float m_fMapObjectHeightAhead; // front Z?
float m_fMapObjectHeightBehind; // rear Z?
eCarLock m_nDoorLock;
int8 m_nLastWeaponDamage; // see eWeaponType, -1 if no damage
uint8 m_nRadioStation;
uint8 m_bRainAudioCounter;
uint8 m_bRainSamplesCounter;
uint8 m_nCarHornTimer;
uint8 m_nCarHornPattern; // last horn?
bool m_bSirenOrAlarm;
int8 m_comedyControlState;
CStoredCollPoly m_aCollPolys[2]; // poly which is under front/rear part of car
float m_fSteerInput;
eVehicleType m_vehType;
static void *operator new(size_t) throw();
static void *operator new(size_t sz, int slot) throw();
static void operator delete(void*, size_t) throw();
static void operator delete(void*, int) throw();
CVehicle(void) {} // FAKE
CVehicle(uint8 CreatedBy);
~CVehicle(void);
// from CEntity
void SetModelIndex(uint32 id);
bool SetupLighting(void);
void RemoveLighting(bool);
void FlagToDestroyWhenNextProcessed(void) {}
virtual void ProcessControlInputs(uint8) {}
virtual void GetComponentWorldPosition(int32 component, CVector &pos) {}
virtual bool IsComponentPresent(int32 component) { return false; }
virtual void SetComponentRotation(int32 component, CVector rotation) {}
virtual void OpenDoor(int32, eDoors door, float) {}
virtual void ProcessOpenDoor(uint32, uint32, float) {}
virtual bool IsDoorReady(eDoors door) { return false; }
virtual bool IsDoorFullyOpen(eDoors door) { return false; }
virtual bool IsDoorClosed(eDoors door) { return false; }
virtual bool IsDoorMissing(eDoors door) { return false; }
virtual void RemoveRefsToVehicle(CEntity *ent) {}
virtual void BlowUpCar(CEntity *ent) {}
virtual bool SetUpWheelColModel(CColModel *colModel) { return false; }
virtual void BurstTyre(uint8 tyre) {}
virtual bool IsRoomForPedToLeaveCar(uint32 component, CVector *forcedDoorPos) { return false;}
virtual float GetHeightAboveRoad(void);
virtual void PlayCarHorn(void) {}
#ifdef COMPATIBLE_SAVES
virtual void Save(uint8*& buf);
virtual void Load(uint8*& buf);
#endif
bool IsCar(void) { return m_vehType == VEHICLE_TYPE_CAR; }
bool IsBoat(void) { return m_vehType == VEHICLE_TYPE_BOAT; }
bool IsTrain(void) { return m_vehType == VEHICLE_TYPE_TRAIN; }
bool IsHeli(void) { return m_vehType == VEHICLE_TYPE_HELI; }
bool IsPlane(void) { return m_vehType == VEHICLE_TYPE_PLANE; }
bool IsBike(void) { return m_vehType == VEHICLE_TYPE_BIKE; }
void FlyingControl(eFlightModel flightModel);
void ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint,
int32 wheelsOnGround, float thrust, float brake, float adhesion, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, uint16 wheelStatus);
void ProcessBikeWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint, int32 wheelsOnGround, float thrust,
float brake, float adhesion, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, eBikeWheelSpecial special, uint16 wheelStatus);
void ExtinguishCarFire(void);
void ProcessDelayedExplosion(void);
float ProcessWheelRotation(tWheelState state, const CVector &fwd, const CVector &speed, float radius);
bool IsLawEnforcementVehicle(void);
void ChangeLawEnforcerState(uint8 enable);
bool UsesSiren(uint32 id);
bool IsVehicleNormal(void);
bool CarHasRoof(void);
bool IsUpsideDown(void);
bool IsOnItsSide(void);
bool CanBeDeleted(void);
bool CanPedOpenLocks(CPed *ped);
bool CanPedEnterCar(void);
bool CanPedExitCar(void);
// do these two actually return something?
CPed *SetUpDriver(void);
CPed *SetupPassenger(int n);
void SetDriver(CPed *driver);
bool AddPassenger(CPed *passenger);
bool AddPassenger(CPed *passenger, uint8 n);
void RemovePassenger(CPed *passenger);
void RemoveDriver(void);
void ProcessCarAlarm(void);
bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius);
bool ShufflePassengersToMakeSpace(void);
void InflictDamage(CEntity *damagedBy, eWeaponType weaponType, float damage);
void DoFixedMachineGuns(void);
#ifdef FIX_BUGS
bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1 && GetStatus() != STATUS_WRECKED; }
#else
bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1; }
#endif
CVehicleModelInfo* GetModelInfo() { return (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); }
bool IsTaxi(void) { return GetModelIndex() == MI_TAXI || GetModelIndex() == MI_CABBIE || GetModelIndex() == MI_BORGNINE; }
AnimationId GetDriverAnim(void) { return IsCar() && bLowVehicle ? ANIM_STD_CAR_SIT_LO : (IsBoat() && GetModelIndex() != MI_SPEEDER ? ANIM_STD_BOAT_DRIVE : ANIM_STD_CAR_SIT); }
static bool bWheelsOnlyCheat;
static bool bAllDodosCheat;
static bool bCheat3;
static bool bCheat4;
static bool bCheat5;
#ifdef ALT_DODO_CHEAT
static bool bAltDodoCheat;
#endif
static bool m_bDisableMouseSteering;
};
VALIDATE_SIZE(CVehicle, 0x288);
void DestroyVehicleAndDriverAndPassengers(CVehicle* pVehicle);