#include "common.h" #include "main.h" #include "General.h" #include "RwHelper.h" #include "Pad.h" #include "ModelIndices.h" #include "VisibilityPlugins.h" #include "DMAudio.h" #include "Clock.h" #include "Timecycle.h" #include "ZoneCull.h" #include "Camera.h" #include "Darkel.h" #include "Rubbish.h" #include "Fire.h" #include "Explosion.h" #include "Particle.h" #include "ParticleObject.h" #include "Glass.h" #include "Antennas.h" #include "Skidmarks.h" #include "WindModifiers.h" #include "Shadows.h" #include "PointLights.h" #include "Coronas.h" #include "SpecialFX.h" #include "WaterCannon.h" #include "WaterLevel.h" #include "Floater.h" #include "World.h" #include "SurfaceTable.h" #include "Weather.h" #include "HandlingMgr.h" #include "Record.h" #include "Remote.h" #include "Population.h" #include "CarCtrl.h" #include "CarAI.h" #include "Stats.h" #include "Garages.h" #include "PathFind.h" #include "Replay.h" #include "AnimManager.h" #include "RpAnimBlend.h" #include "AnimBlendAssociation.h" #include "Ped.h" #include "PlayerPed.h" #include "Object.h" #include "Automobile.h" #include "Bike.h" #include "Wanted.h" #include "SaveBuf.h" bool bAllCarCheat; RwObject *GetCurrentAtomicObjectCB(RwObject *object, void *data); bool CAutomobile::m_sAllTaxiLights; const uint32 CAutomobile::nSaveStructSize = #ifdef COMPATIBLE_SAVES 1500; #else sizeof(CAutomobile); #endif CAutomobile::CAutomobile(int32 id, uint8 CreatedBy) : CVehicle(CreatedBy) { int i; m_vehType = VEHICLE_TYPE_CAR; CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(id); m_fFireBlowUpTimer = 0.0f; m_doingBurnout = 0; bTaxiLight = m_sAllTaxiLights; bFixedColour = false; bBigWheels = false; bWaterTight = false; SetModelIndex(id); // Already done in CVehicle... switch(GetModelIndex()){ case MI_HUNTER: case MI_ANGEL: case MI_FREEWAY: m_nRadioStation = V_ROCK; break; case MI_RCBARON: case MI_RCBANDIT: case MI_RCRAIDER: case MI_RCGOBLIN: case MI_TOPFUN: case MI_CADDY: case MI_BAGGAGE: m_nRadioStation = RADIO_OFF; break; } pHandling = mod_HandlingManager.GetHandlingData((tVehicleType)mi->m_handlingId); pFlyingHandling = mod_HandlingManager.GetFlyingPointer((tVehicleType)mi->m_handlingId); m_fEngineInertiaVar1 = 0.0f; m_fEngineInertiaVar2 = 0.0f; m_auto_unused1 = 20.0f; m_auto_unused2 = 0; mi->ChooseVehicleColour(m_currentColour1, m_currentColour2); bIsVan = !!(pHandling->Flags & HANDLING_IS_VAN); bIsBig = !!(pHandling->Flags & HANDLING_IS_BIG); bIsBus = !!(pHandling->Flags & HANDLING_IS_BUS); bLowVehicle = !!(pHandling->Flags & HANDLING_IS_LOW); // Doors if(bIsBus){ Doors[DOOR_FRONT_LEFT].Init(-HALFPI, 0.0f, 0, 2); Doors[DOOR_FRONT_RIGHT].Init(0.0f, HALFPI, 1, 2); }else{ Doors[DOOR_FRONT_LEFT].Init(-PI*0.4f, 0.0f, 0, 2); Doors[DOOR_FRONT_RIGHT].Init(0.0f, PI*0.4f, 1, 2); } if(bIsVan){ Doors[DOOR_REAR_LEFT].Init(-HALFPI, 0.0f, 1, 2); Doors[DOOR_REAR_RIGHT].Init(0.0f, HALFPI, 0, 2); }else{ Doors[DOOR_REAR_LEFT].Init(-PI*0.4f, 0.0f, 0, 2); Doors[DOOR_REAR_RIGHT].Init(0.0f, PI*0.4f, 1, 2); } if(pHandling->Flags & HANDLING_REV_BONNET) Doors[DOOR_BONNET].Init(-PI*0.3f, 0.0f, 1, 0); else Doors[DOOR_BONNET].Init(0.0f, PI*0.3f, 1, 0); if(pHandling->Flags & HANDLING_HANGING_BOOT) Doors[DOOR_BOOT].Init(-PI*0.4f, 0.0f, 0, 0); else if(pHandling->Flags & HANDLING_TAILGATE_BOOT) Doors[DOOR_BOOT].Init(0.0, HALFPI, 1, 0); else Doors[DOOR_BOOT].Init(-PI*0.3f, 0.0f, 1, 0); if(pHandling->Flags & HANDLING_NO_DOORS){ Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_MISSING); Damage.SetDoorStatus(DOOR_FRONT_RIGHT, DOOR_STATUS_MISSING); Damage.SetDoorStatus(DOOR_REAR_LEFT, DOOR_STATUS_MISSING); Damage.SetDoorStatus(DOOR_REAR_RIGHT, DOOR_STATUS_MISSING); } for(i = 0; i < 6; i++) m_randomValues[i] = CGeneral::GetRandomNumberInRange(-0.15f, 0.15f); m_fMass = pHandling->fMass; m_fTurnMass = pHandling->fTurnMass; m_vecCentreOfMass = pHandling->CentreOfMass; m_fAirResistance = pHandling->fDragMult > 0.01f ? pHandling->fDragMult*0.0005f : pHandling->fDragMult; m_fElasticity = 0.05f; m_fBuoyancy = pHandling->fBuoyancy; m_fOrientation = m_fPlaneSteer = 0.0f; m_nBusDoorTimerEnd = 0; m_nBusDoorTimerStart = 0; m_fSteerAngle = 0.0f; m_fGasPedal = 0.0f; m_fBrakePedal = 0.0f; m_pSetOnFireEntity = nil; m_fGasPedalAudio = 0.0f; bNotDamagedUpsideDown = false; bMoreResistantToDamage = false; bTankDetonateCars = true; bStuckInSand = false; bHeliDestroyed = false; m_fVelocityChangeForAudio = 0.0f; m_hydraulicState = 0; for(i = 0; i < 4; i++){ m_aGroundPhysical[i] = nil; m_aGroundOffset[i] = CVector(0.0f, 0.0f, 0.0f); m_aSuspensionSpringRatioPrev[i] = m_aSuspensionSpringRatio[i] = 1.0f; m_aWheelTimer[i] = 0.0f; m_aWheelRotation[i] = 0.0f; m_aWheelSpeed[i] = 0.0f; m_aWheelState[i] = WHEEL_STATE_NORMAL; m_aWheelSkidmarkType[i] = SKIDMARK_NORMAL; m_aWheelSkidmarkBloody[i] = false; } m_nWheelsOnGround = 0; m_nDriveWheelsOnGround = 0; m_nDriveWheelsOnGroundPrev = 0; m_fHeightAboveRoad = 0.0f; m_fTraction = 1.0f; m_fTireTemperature = 1.0f; SetupSuspensionLines(); SetStatus(STATUS_SIMPLE); bUseCollisionRecords = true; m_nNumPassengers = 0; if(m_nDoorLock == CARLOCK_UNLOCKED && (id == MI_POLICE || id == MI_ENFORCER || id == MI_RHINO)) m_nDoorLock = CARLOCK_LOCKED_INITIALLY; m_fCarGunLR = 0.0f; m_fCarGunUD = 0.05f; m_fPropellerRotation = 0.0f; m_fHeliOrientation = -1.0f; m_weaponDoorTimerLeft = 0.0f; m_weaponDoorTimerRight = m_weaponDoorTimerLeft; if(GetModelIndex() == MI_DODO){ RpAtomicSetFlags((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LF]), 0); CMatrix mat1; mat1.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); CMatrix mat2(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF])); mat1.GetPosition() += CVector(mat2.GetPosition().x + 0.1f, 0.0f, mat2.GetPosition().z); mat1.UpdateRW(); }else if(GetModelIndex() == MI_HUNTER){ RpAtomicSetFlags((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LB]), 0); RpAtomicSetFlags((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RB]), 0); }else if(IsRealHeli()){ RpAtomicSetFlags((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LF]), 0); RpAtomicSetFlags((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF]), 0); RpAtomicSetFlags((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LB]), 0); RpAtomicSetFlags((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RB]), 0); }else if(GetModelIndex() == MI_RHINO){ bExplosionProof = true; bBulletProof = true; } } void CAutomobile::SetModelIndex(uint32 id) { CVehicle::SetModelIndex(id); SetupModelNodes(); } #define SAND_SLOWDOWN (0.01f) float CAR_BALANCE_MULT = 0.3f; CVector vecSeaSparrowGunPos(-0.5f, 2.4f, -0.785f); CVector vecHunterGunPos(0.0f, 4.8f, -1.3f); CVector vecHunterRocketPos(2.5f, 1.0f, -0.5f); CVector vecDAMAGE_ENGINE_POS_SMALL(-0.1f, -0.1f, 0.0f); CVector vecDAMAGE_ENGINE_POS_BIG(-0.5f, -0.3f, 0.0f); #pragma optimize("", off) // a workaround for another compiler bug void CAutomobile::ProcessControl(void) { // TODO(LCS): // TheCamera can remove service vehicles // some audio (?) stuff int i; float wheelRot; CColModel *colModel; float brake = 0.0f; if(bUsingSpecialColModel) colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel; else colModel = GetColModel(); bool drivingInSand = false; bWarnedPeds = false; m_doingBurnout = 0; bStuckInSand = false; bRestingOnPhysical = false; bool carHasNitro = bAllTaxisHaveNitro && GetStatus() == STATUS_PLAYER && IsTaxi(); if(CReplay::IsPlayingBack()) return; // Heli wind if(IsRealHeli()) if((GetStatus() == STATUS_PLAYER || GetStatus() == STATUS_PHYSICS) && m_aWheelSpeed[1] > 0.075f || GetStatus() == STATUS_SIMPLE) CWindModifiers::RegisterOne(GetPosition(), 1); UpdatePassengerList(); // Improve grip of vehicles in certain cases bool strongGrip1 = false; bool strongGrip2 = false; if(FindPlayerVehicle() && this != FindPlayerVehicle() && FindPlayerPed()->m_pWanted->GetWantedLevel() > 3 && (AutoPilot.m_nCarMission == MISSION_RAMPLAYER_FARAWAY || AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE || AutoPilot.m_nCarMission == MISSION_BLOCKPLAYER_FARAWAY || AutoPilot.m_nCarMission == MISSION_BLOCKPLAYER_CLOSE) && FindPlayerSpeed().Magnitude() > 0.3f){ strongGrip1 = true; if(FindPlayerSpeed().Magnitude() > 0.4f && m_vecMoveSpeed.Magnitude() < 0.3f) strongGrip2 = true; else if((GetPosition() - FindPlayerCoors()).Magnitude() > 50.0f) strongGrip2 = true; }else if(GetModelIndex() == MI_RCBANDIT && GetStatus() != STATUS_PLAYER_REMOTE) strongGrip1 = true; if(bIsBus) ProcessAutoBusDoors(); ProcessCarAlarm(); // Scan if this car sees the player committing any crimes if(GetStatus() != STATUS_ABANDONED && GetStatus() != STATUS_WRECKED && GetStatus() != STATUS_PLAYER && GetStatus() != STATUS_PLAYER_REMOTE && GetStatus() != STATUS_PLAYER_DISABLED){ switch(GetModelIndex()) case MI_FBICAR: case MI_POLICE: case MI_ENFORCER: case MI_SECURICA: case MI_RHINO: case MI_BARRACKS: ScanForCrimes(); } // TODO(LCS): the fields used by this function are weird ActivateBombWhenEntered(); // Process driver if(pDriver){ if(IsUpsideDown() && CanPedEnterCar()){ if(!pDriver->IsPlayer() && !(pDriver->m_leader && pDriver->m_leader->bInVehicle) && pDriver->CharCreatedBy != MISSION_CHAR) pDriver->SetObjective(OBJECTIVE_LEAVE_CAR, this); } } // Process passengers if(m_nNumPassengers != 0 && IsUpsideDown() && CanPedEnterCar()){ for(i = 0; i < m_nNumMaxPassengers; i++) if(pPassengers[i]) if(!pPassengers[i]->IsPlayer() && !(pPassengers[i]->m_leader && pPassengers[i]->m_leader->bInVehicle) && pPassengers[i]->CharCreatedBy != MISSION_CHAR) pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_CAR, this); } CRubbish::StirUp(this); UpdateClumpAlpha(); AutoPilot.m_bSlowedDownBecauseOfCars = false; AutoPilot.m_bSlowedDownBecauseOfPeds = false; // Set Center of Mass to make car more stable if(strongGrip1 || bCheat3) m_vecCentreOfMass.z = 0.3f*m_aSuspensionSpringLength[0] + -1.0f*m_fHeightAboveRoad; else if(pHandling->Flags & HANDLING_NONPLAYER_STABILISER && GetStatus() == STATUS_PHYSICS) m_vecCentreOfMass.z = pHandling->CentreOfMass.z + (colModel->boundingBox.min.z - pHandling->CentreOfMass.z)*0.4f; else m_vecCentreOfMass = pHandling->CentreOfMass; // Park car if(bCanPark && !bParking && VehicleCreatedBy != MISSION_VEHICLE && AutoPilot.m_nCarMission == MISSION_CRUISE && ((CTimer::GetFrameCounter() + m_randomSeed)&0xF) == 0 && !IsTaxi()){ CVector parkPosition = GetPosition() + 3.0f*GetRight() + 10.0f*GetForward(); CEntity *ent = nil; CColPoint colpoint; if(!CWorld::ProcessLineOfSight(GetPosition(), parkPosition, colpoint, ent, true, true, true, false, false, false) || ent == this) CCarAI::GetCarToParkAtCoors(this, &parkPosition); } // Process depending on status bool playerRemote = false; switch(GetStatus()){ case STATUS_PLAYER_REMOTE: if(CPad::GetPad(0)->CarGunJustDown() && !bDisableRemoteDetonation){ BlowUpCar(FindPlayerPed()); CRemote::TakeRemoteControlledCarFromPlayer(); } if(GetModelIndex() == MI_RCBANDIT && !bDisableRemoteDetonationOnContact){ //CVector pos = GetPosition(); // FindPlayerCoors unused if(RcbanditCheckHitWheels() || bIsInWater){ CRemote::TakeRemoteControlledCarFromPlayer(); BlowUpCar(FindPlayerPed()); } } if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle == this) playerRemote = true; // fall through case STATUS_PLAYER: if(playerRemote || // TODO(LCS): ped state 64 pDriver && pDriver->GetPedState() != PED_EXIT_CAR && pDriver->GetPedState() != PED_DRAG_FROM_CAR && pDriver->GetPedState() != PED_ARRESTED){ // process control input if controlled by player if(playerRemote || pDriver->m_nPedType == PEDTYPE_PLAYER1) ProcessControlInputs(0); PruneReferences(); if(GetStatus() == STATUS_PLAYER && !CRecordDataForChase::IsRecording()) DoDriveByShootings(); // Tweak center on mass when driving on two wheels int twoWheelTime = CWorld::Players[CWorld::PlayerInFocus].m_nTimeNotFullyOnGround; if(twoWheelTime > 500 && !IsRealHeli() && !IsRealPlane()){ float tweak = Min(twoWheelTime-500, 1000)/500.0f; if(GetUp().z > 0.0f){ // positive when on left wheels, negative on right wheels if(GetRight().z <= 0.0f) tweak *= -1.0f; m_vecCentreOfMass.z = pHandling->CentreOfMass.z + CPad::GetPad(0)->GetSteeringLeftRight()/128.0f * CAR_BALANCE_MULT * tweak * colModel->boundingBox.max.z; } }else m_vecCentreOfMass.z = pHandling->CentreOfMass.z; // TODO(LCS): some in air handling? if(bHoverCheat) DoHoverSuspensionRatios(); if(m_aSuspensionSpringRatio[0] < 1.0f && CSurfaceTable::GetAdhesionGroup(m_aWheelColPoints[0].surfaceB) == ADHESIVE_SAND || m_aSuspensionSpringRatio[1] < 1.0f && CSurfaceTable::GetAdhesionGroup(m_aWheelColPoints[1].surfaceB) == ADHESIVE_SAND || m_aSuspensionSpringRatio[2] < 1.0f && CSurfaceTable::GetAdhesionGroup(m_aWheelColPoints[2].surfaceB) == ADHESIVE_SAND || m_aSuspensionSpringRatio[3] < 1.0f && CSurfaceTable::GetAdhesionGroup(m_aWheelColPoints[3].surfaceB) == ADHESIVE_SAND){ if(GetModelIndex() != MI_RCBANDIT && GetModelIndex() != MI_RHINO){ float slowdown; CVector parallelSpeed = m_vecMoveSpeed - DotProduct(m_vecMoveSpeed, GetUp())*GetUp(); float fSpeed = parallelSpeed.MagnitudeSqr(); if(fSpeed > SQR(0.3f)){ fSpeed = Sqrt(fSpeed); parallelSpeed *= 0.3f / fSpeed; slowdown = SAND_SLOWDOWN * Max(1.0f - 2.0f*fSpeed, 0.2f); }else{ bStuckInSand = true; slowdown = SAND_SLOWDOWN; } if(pHandling->Flags & HANDLING_GOOD_INSAND) slowdown *= 0.5f; if(CWeather::WetRoads > 0.2f) slowdown *= (1.2f - CWeather::WetRoads); ApplyMoveForce(parallelSpeed * -CTimer::GetTimeStep()*slowdown*m_fMass); drivingInSand = true; } } }else if(pDriver && pDriver->IsPlayer() && (pDriver->GetPedState() == PED_ARRESTED || pDriver->GetPedState() == PED_DRAG_FROM_CAR || (pDriver->GetPedState() == PED_EXIT_CAR || pDriver->m_objective == OBJECTIVE_LEAVE_CAR) && !CanPedJumpOutCar())){ bIsHandbrakeOn = true; m_fBrakePedal = 1.0f; m_fGasPedal = 0.0f; } break; case STATUS_SIMPLE: CCarAI::UpdateCarAI(this); CPhysical::ProcessControl(); CCarCtrl::UpdateCarOnRails(this); m_nWheelsOnGround = 4; m_nDriveWheelsOnGroundPrev = m_nDriveWheelsOnGround; m_nDriveWheelsOnGround = 4; pHandling->Transmission.CalculateGearForSimpleCar(AutoPilot.m_fMaxTrafficSpeed/50.0f, m_nCurrentGear); wheelRot = ProcessWheelRotation(WHEEL_STATE_NORMAL, GetForward(), m_vecMoveSpeed, 0.35f); for(i = 0; i < 4; i++) m_aWheelRotation[i] += wheelRot; PlayHornIfNecessary(); ReduceHornCounter(); bVehicleColProcessed = false; bAudioChangingGear = false; // that's all we do for simple vehicles return; case STATUS_PHYSICS: CCarAI::UpdateCarAI(this); CCarCtrl::SteerAICarWithPhysics(this); PlayHornIfNecessary(); if(bIsBeingCarJacked){ m_fGasPedal = 0.0f; m_fBrakePedal = 1.0f; bIsHandbrakeOn = true; } if(m_aSuspensionSpringRatio[0] < 1.0f && CSurfaceTable::GetAdhesionGroup(m_aWheelColPoints[0].surfaceB) == ADHESIVE_SAND || m_aSuspensionSpringRatio[1] < 1.0f && CSurfaceTable::GetAdhesionGroup(m_aWheelColPoints[1].surfaceB) == ADHESIVE_SAND || m_aSuspensionSpringRatio[2] < 1.0f && CSurfaceTable::GetAdhesionGroup(m_aWheelColPoints[2].surfaceB) == ADHESIVE_SAND || m_aSuspensionSpringRatio[3] < 1.0f && CSurfaceTable::GetAdhesionGroup(m_aWheelColPoints[3].surfaceB) == ADHESIVE_SAND){ if(GetModelIndex() != MI_RCBANDIT && GetModelIndex() != MI_SANDKING && GetModelIndex() != MI_BFINJECT){ bStuckInSand = true; if(CWeather::WetRoads > 0.0f) ApplyMoveForce(m_vecMoveSpeed * -CTimer::GetTimeStep()*SAND_SLOWDOWN*m_fMass * (1.0f-CWeather::WetRoads)); else ApplyMoveForce(m_vecMoveSpeed * -CTimer::GetTimeStep()*SAND_SLOWDOWN*m_fMass); } } break; case STATUS_ABANDONED: if(m_vecMoveSpeed.MagnitudeSqr() < SQR(0.1f)) m_fBrakePedal = 0.2f; else m_fBrakePedal = 0.0f; bIsHandbrakeOn = false; m_fSteerAngle = 0.0f; m_fGasPedal = 0.0f; if(!IsAlarmOn()) m_nCarHornTimer = 0; if(bIsBeingCarJacked){ m_fGasPedal = 0.0f; m_fBrakePedal = 1.0f; bIsHandbrakeOn = true; } break; case STATUS_WRECKED: m_fBrakePedal = 0.05f; bIsHandbrakeOn = true; m_fSteerAngle = 0.0f; m_fGasPedal = 0.0f; m_nCarHornTimer = 0; // TODO(LCS): // CWeapon::::RemovePlayersRemoteDetonatorForThisVehicle m_pBombRigger = nil; break; case STATUS_PLAYER_DISABLED: if(m_vecMoveSpeed.MagnitudeSqr() < SQR(0.1f) || (pDriver && pDriver->IsPlayer() && (pDriver->GetPedState() == PED_ARRESTED || pDriver->GetPedState() == PED_DRAG_FROM_CAR || (pDriver->GetPedState() == PED_EXIT_CAR || pDriver->m_objective == OBJECTIVE_LEAVE_CAR) && !CanPedJumpOutCar()))){ bIsHandbrakeOn = true; m_fBrakePedal = 1.0f; m_fGasPedal = 0.0f; }else{ m_fBrakePedal = 0.0f; bIsHandbrakeOn = false; } m_fSteerAngle = 0.0f; m_fGasPedal = 0.0f; if(!IsAlarmOn()) m_nCarHornTimer = 0; break; default: break; } // Skip physics if object is found to have been static recently bool skipPhysics = false; if(!bIsStuck && (GetStatus() == STATUS_ABANDONED || GetStatus() == STATUS_WRECKED)){ bool makeStatic = false; float moveSpeedLimit, turnSpeedLimit, distanceLimit; if(!bVehicleColProcessed && m_vecMoveSpeed.IsZero() && // BUG? m_aSuspensionSpringRatioPrev[3] is checked twice in the game. also, why 3? m_aSuspensionSpringRatioPrev[3] != 1.0f) makeStatic = true; if(GetStatus() == STATUS_WRECKED){ moveSpeedLimit = 0.006f; turnSpeedLimit = 0.0015f; distanceLimit = 0.015f; }else{ moveSpeedLimit = 0.003f; turnSpeedLimit = 0.0009f; distanceLimit = 0.005f; } m_vecMoveSpeedAvg = (m_vecMoveSpeedAvg + m_vecMoveSpeed)/2.0f; m_vecTurnSpeedAvg = (m_vecTurnSpeedAvg + m_vecTurnSpeed)/2.0f; if(m_vecMoveSpeedAvg.MagnitudeSqr() <= sq(moveSpeedLimit*CTimer::GetTimeStep()) && m_vecTurnSpeedAvg.MagnitudeSqr() <= sq(turnSpeedLimit*CTimer::GetTimeStep()) && m_fDistanceTravelled < distanceLimit && !(m_fDamageImpulse > 0.0f && m_pDamageEntity && m_pDamageEntity->IsPed()) || makeStatic){ m_nStaticFrames++; if(m_nStaticFrames > 10 || makeStatic) if(!CCarCtrl::MapCouldMoveInThisArea(GetPosition().x, GetPosition().y)){ if(!makeStatic || m_nStaticFrames > 10) m_nStaticFrames = 10; skipPhysics = true; m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); } }else m_nStaticFrames = 0; if(IsRealHeli() && m_aWheelSpeed[1] > 0.0f){ skipPhysics = false; m_nStaticFrames = 0; } } // Postpone for(i = 0; i < 4; i++) if(m_aGroundPhysical[i]){ bRestingOnPhysical = true; if(!CWorld::bForceProcessControl && m_aGroundPhysical[i]->bIsInSafePosition){ bWasPostponed = true; return; } } if(bRestingOnPhysical){ skipPhysics = false; m_nStaticFrames = 0; } VehicleDamage(0.0f, 0); // special control switch(GetModelIndex()){ // FireTruckControl in PreRender now case MI_RHINO: TankControl(); BlowUpCarsInPath(); break; // LCS: this is gone but i'm keeping it! case MI_YARDIE: HydraulicControl(); break; default: if(CVehicle::bCheat3 || carHasNitro){ // Make vehicle jump when horn is sounded if(GetStatus() == STATUS_PLAYER && m_vecMoveSpeed.MagnitudeSqr() > sq(0.2f) && // BUG: game checks [0] four times, instead of all wheels m_aSuspensionSpringRatio[0] < 1.0f && CPad::GetPad(0)->HornJustDown()){ DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_1, 0.0f); DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_JUMP, 1.0f); CParticle::AddParticle(PARTICLE_ENGINE_STEAM, m_aWheelColPoints[0].point + 0.5f*GetUp(), 1.3f*m_vecMoveSpeed, nil, 2.5f); CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, m_aWheelColPoints[0].point + 0.5f*GetUp(), 1.2f*m_vecMoveSpeed, nil, 2.0f); CParticle::AddParticle(PARTICLE_ENGINE_STEAM, m_aWheelColPoints[2].point + 0.5f*GetUp(), 1.3f*m_vecMoveSpeed, nil, 2.5f); CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, m_aWheelColPoints[2].point + 0.5f*GetUp(), 1.2f*m_vecMoveSpeed, nil, 2.0f); CParticle::AddParticle(PARTICLE_ENGINE_STEAM, m_aWheelColPoints[0].point + 0.5f*GetUp() - GetForward(), 1.3f*m_vecMoveSpeed, nil, 2.5f); CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, m_aWheelColPoints[0].point + 0.5f*GetUp() - GetForward(), 1.2f*m_vecMoveSpeed, nil, 2.0f); CParticle::AddParticle(PARTICLE_ENGINE_STEAM, m_aWheelColPoints[2].point + 0.5f*GetUp() - GetForward(), 1.3f*m_vecMoveSpeed, nil, 2.5f); CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, m_aWheelColPoints[2].point + 0.5f*GetUp() - GetForward(), 1.2f*m_vecMoveSpeed, nil, 2.0f); ApplyMoveForce(CVector(0.0f, 0.0f, 1.0f)*m_fMass*0.4f); ApplyTurnForce(GetUp()*m_fTurnMass*0.01f, GetForward()*1.0f); } } break; } if(GetStatus() == STATUS_PHYSICS || GetStatus() == STATUS_SIMPLE) if(AutoPilot.m_nCarMission == MISSION_HELI_FLYTOCOORS || AutoPilot.m_nCarMission == MISSION_PLANE_FLYTOCOORS) skipPhysics = true; if(skipPhysics){ bHasContacted = false; bIsInSafePosition = false; bWasPostponed = false; bHasHitWall = false; m_nCollisionRecords = 0; bHasCollided = false; bVehicleColProcessed = false; bAudioChangingGear = false; m_nDamagePieceType = 0; m_fDamageImpulse = 0.0f; m_pDamageEntity = nil; m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f); m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f); m_fTireTemperature = 1.0f; }else{ // This has to be done if ProcessEntityCollision wasn't called if(!bVehicleColProcessed){ CMatrix mat(GetMatrix()); bIsStuck = false; bHasContacted = false; bIsInSafePosition = false; bWasPostponed = false; bHasHitWall = false; m_fDistanceTravelled = 0.0f; m_bIsVehicleBeingShifted = false; bSkipLineCol = false; ApplyMoveSpeed(); ApplyTurnSpeed(); for(i = 0; CheckCollision() && i < 5; i++){ GetMatrix() = mat; ApplyMoveSpeed(); ApplyTurnSpeed(); } bIsInSafePosition = true; bIsStuck = false; } CPhysical::ProcessControl(); ProcessBuoyancy(); // Rescale spring ratios, i.e. subtract wheel radius for(i = 0; i < 4; i++){ // wheel radius in relation to suspension line float wheelRadius = 1.0f - m_aSuspensionSpringLength[i]/m_aSuspensionLineLength[i]; // rescale such that 0.0 is fully compressed and 1.0 is fully extended m_aSuspensionSpringRatio[i] = (m_aSuspensionSpringRatio[i]-wheelRadius)/(1.0f-wheelRadius); } float fwdSpeed = Abs(DotProduct(m_vecMoveSpeed, GetForward())); CVector contactPoints[4]; // relative to model CVector contactSpeeds[4]; // speed at contact points CVector springDirections[4]; // normalized, in world space float springForces[4]; for(i = 0; i < 4; i++){ // Set spring under certain circumstances if(Damage.GetWheelStatus(i) == WHEEL_STATUS_MISSING) m_aSuspensionSpringRatio[i] = 1.0f; else if(Damage.GetWheelStatus(i) == WHEEL_STATUS_BURST){ // wheel more bumpy the faster we are if(CGeneral::GetRandomNumberInRange(0, (uint16)(40*fwdSpeed) + 98) < 100){ m_aSuspensionSpringRatio[i] += 0.3f*(m_aSuspensionLineLength[i]-m_aSuspensionSpringLength[i])/m_aSuspensionSpringLength[i]; if(m_aSuspensionSpringRatio[i] > 1.0f) m_aSuspensionSpringRatio[i] = 1.0f; } }else if(CSurfaceTable::GetAdhesionGroup(m_aWheelColPoints[i].surfaceB) == ADHESIVE_SAND && GetModelIndex() != MI_RHINO){ fwdSpeed *= 0.7f; float f = 1.0f - fwdSpeed/0.3f - 0.7f*CWeather::WetRoads; f = Max(f, 0.4f); m_aSuspensionSpringRatio[i] += 0.35f*f*(m_aSuspensionLineLength[i]-m_aSuspensionSpringLength[i])/m_aSuspensionSpringLength[i]; if(m_aSuspensionSpringRatio[i] > 1.0f) m_aSuspensionSpringRatio[i] = 1.0f; } // get points and directions if spring is compressed springDirections[i] = -GetUp(); // springs are always pointing down anyway if(m_aSuspensionSpringRatio[i] < 1.0f){ contactPoints[i] = m_aWheelColPoints[i].point - GetPosition(); // springDirections[i] = Multiply3x3(GetMatrix(), colModel->lines[i].p1 - colModel->lines[i].p0); // springDirections[i].Normalise(); }else{ contactPoints[i] = CVector(0.0f, 0.0f, 0.0f); } } // Make springs push up vehicle for(i = 0; i < 4; i++){ if(m_aSuspensionSpringRatio[i] < 1.0f){ float bias = pHandling->fSuspensionBias; if(i == CARWHEEL_REAR_LEFT || i == CARWHEEL_REAR_RIGHT) bias = 1.0f - bias; ApplySpringCollisionAlt(pHandling->fSuspensionForceLevel, springDirections[i], contactPoints[i], m_aSuspensionSpringRatio[i], bias, m_aWheelColPoints[i].normal, springForces[i]); m_aWheelSkidmarkUnk[i] = false; if(m_aWheelColPoints[i].surfaceB == SURFACE_GRASS || m_aWheelColPoints[i].surfaceB == SURFACE_MUD_DRY) m_aWheelSkidmarkType[i] = SKIDMARK_MUDDY; else if(m_aWheelColPoints[i].surfaceB == SURFACE_SAND || m_aWheelColPoints[i].surfaceB == SURFACE_SAND_BEACH){ m_aWheelSkidmarkType[i] = SKIDMARK_SANDY; m_aWheelSkidmarkUnk[i] = true; }else m_aWheelSkidmarkType[i] = SKIDMARK_NORMAL; // }else{ // contactPoints[i] = Multiply3x3(GetMatrix(), colModel->lines[i].p1); } } // Get speed at contact points for(i = 0; i < 4; i++){ contactSpeeds[i] = GetSpeed(contactPoints[i]); if(m_aGroundPhysical[i]){ // subtract movement of physical we're standing on contactSpeeds[i] -= m_aGroundPhysical[i]->GetSpeed(m_aGroundOffset[i]); #ifndef FIX_BUGS // this shouldn't be reset because we still need it below m_aGroundPhysical[i] = nil; #endif } if(m_aSuspensionSpringRatio[i] < 1.0f && m_aWheelColPoints[i].normal.z > 0.35f) springDirections[i] = -m_aWheelColPoints[i].normal; } // dampen springs for(i = 0; i < 4; i++) if(m_aSuspensionSpringRatio[i] < 0.99999f) ApplySpringDampening(pHandling->fSuspensionDampingLevel, springForces[i], springDirections[i], contactPoints[i], contactSpeeds[i]); // Get speed at contact points again for(i = 0; i < 4; i++){ contactSpeeds[i] = GetSpeed(contactPoints[i]); if(m_aGroundPhysical[i]){ // subtract movement of physical we're standing on contactSpeeds[i] -= m_aGroundPhysical[i]->GetSpeed(m_aGroundOffset[i]); m_aGroundPhysical[i] = nil; } } // Count how many wheels are touching the ground m_nWheelsOnGround = 0; m_nDriveWheelsOnGroundPrev = m_nDriveWheelsOnGround; m_nDriveWheelsOnGround = 0; for(i = 0; i < 4; i++){ if(m_aSuspensionSpringRatio[i] < 1.0f) m_aWheelTimer[i] = 4.0f; else m_aWheelTimer[i] = Max(m_aWheelTimer[i]-CTimer::GetTimeStep(), 0.0f); if(m_aWheelTimer[i] > 0.0f){ m_nWheelsOnGround++; switch(pHandling->Transmission.nDriveType){ case '4': m_nDriveWheelsOnGround++; break; case 'F': if(i == CARWHEEL_FRONT_LEFT || i == CARWHEEL_FRONT_RIGHT) m_nDriveWheelsOnGround++; break; case 'R': if(i == CARWHEEL_REAR_LEFT || i == CARWHEEL_REAR_RIGHT) m_nDriveWheelsOnGround++; break; } } } bool gripCheat = true; fwdSpeed = DotProduct(m_vecMoveSpeed, GetForward()); if(!strongGrip1 && !CVehicle::bCheat3) gripCheat = false; float acceleration = pHandling->Transmission.CalculateDriveAcceleration(m_fGasPedal, m_nCurrentGear, m_fChangeGearTime, fwdSpeed, &m_fEngineInertiaVar1, &m_fEngineInertiaVar2, m_nDriveWheelsOnGround, gripCheat); acceleration /= m_fForceMultiplier; if(IsRealHeli() || IsRealPlane()) acceleration = 0.0f; if(Abs(acceleration) > 0.0f) m_fEngineEnergy += Abs(acceleration); else m_fEngineEnergy = 0.0f; float traction; if(GetStatus() == STATUS_PHYSICS) traction = 0.004f * m_fTraction; else traction = 0.004f; traction *= pHandling->GetTractionMultiplier() / 4.0f; traction /= m_fForceMultiplier; if(CVehicle::bCheat3) traction *= 4.0f; if(FindPlayerVehicle() && FindPlayerVehicle() == this) if(CPad::GetPad(0)->CarGunJustDown()) ActivateBomb(); if(FindPlayerVehicle() != this && (strongGrip1 || CVehicle::bCheat3)){ traction *= 1.2f; acceleration *= 1.4f; if(strongGrip2 || CVehicle::bCheat3){ traction *= 1.3f; acceleration *= 1.4f; } } // TODO(LCS): where did this go? /* if(bAudioChangingGear && m_fGasPedal > 0.4f && m_fBrakePedal < 0.1f && fwdSpeed > 0.15f && this == FindPlayerVehicle() && TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_1STPERSON){ if(GetStatus() == STATUS_PLAYER && !(pHandling->Flags & HANDLING_IS_BUS)){ if(m_nBusDoorTimerEnd == 0) m_nBusDoorTimerEnd = 1000; else { uint32 timeStepInMs = CTimer::GetTimeStepInMilliseconds(); if(m_nBusDoorTimerEnd > timeStepInMs) m_nBusDoorTimerEnd -= timeStepInMs; else m_nBusDoorTimerEnd = 0; } } if((m_aSuspensionSpringRatio[0] < 1.0f || m_aSuspensionSpringRatio[2] < 1.0f) && (m_aSuspensionSpringRatio[1] < 1.0f || m_aSuspensionSpringRatio[3] < 1.0f)) ApplyTurnForce(-GRAVITY*Min(m_fTurnMass, 2500.0f)*GetUp(), -1.0f*GetForward()); } */ float steerRange; if(fwdSpeed > 0.01f && m_aWheelTimer[CARWHEEL_FRONT_LEFT] > 0.0f && m_aWheelTimer[CARWHEEL_FRONT_RIGHT] > 0.0f && GetStatus() == STATUS_PLAYER){ CColPoint point; point.surfaceA = SURFACE_WHEELBASE; point.surfaceB = SURFACE_TARMAC; float rightSpeed = DotProduct(m_vecMoveSpeed, GetRight()); float adhesion = CSurfaceTable::GetAdhesiveLimit(point); // i have no idea what's going on here float magic = traction * adhesion * 16.0f / SQR(fwdSpeed); magic = Clamp(magic, -1.0f, 1.0f); magic = Asin(magic); if(m_fSteerAngle < 0.0f && rightSpeed > 0.05f || m_fSteerAngle > 0.0f && rightSpeed < -0.05f || bIsHandbrakeOn) steerRange = 1.0f; else steerRange = Min(magic/DEGTORAD(pHandling->fSteeringLock), 1.0f); }else steerRange = 1.0f; m_fSteerAngle *= steerRange; brake = m_fBrakePedal * pHandling->fBrakeDeceleration * CTimer::GetTimeStep(); if(pHandling->Flags & HANDLING_REARWHEEL_1ST){ ProcessCarWheelPair(CARWHEEL_REAR_LEFT, CARWHEEL_REAR_RIGHT, -999.0f, contactSpeeds, contactPoints, traction, acceleration, brake, false); ProcessCarWheelPair(CARWHEEL_FRONT_LEFT, CARWHEEL_FRONT_RIGHT, m_fSteerAngle, contactSpeeds, contactPoints, traction, acceleration, brake, true); }else{ ProcessCarWheelPair(CARWHEEL_FRONT_LEFT, CARWHEEL_FRONT_RIGHT, m_fSteerAngle, contactSpeeds, contactPoints, traction, acceleration, brake, true); ProcessCarWheelPair(CARWHEEL_REAR_LEFT, CARWHEEL_REAR_RIGHT, -999.0f, contactSpeeds, contactPoints, traction, acceleration, brake, false); } for(i = 0; i < 4; i++){ float wheelPos = colModel->lines[i].p0.z; if(m_aSuspensionSpringRatio[i] > 0.0f) wheelPos -= m_aSuspensionSpringRatio[i]*m_aSuspensionSpringLength[i]; if(GetModelIndex() == MI_YARDIE && bUsingSpecialColModel) // not original LCS m_aWheelPosition[i] = wheelPos; else m_aWheelPosition[i] += (wheelPos - m_aWheelPosition[i])*0.75f; } // Process horn if(GetStatus() != STATUS_PLAYER){ if(!IsAlarmOn()) ReduceHornCounter(); }else{ if(UsesSiren()){ if(Pads[0].bHornHistory[Pads[0].iCurrHornHistory]){ if(Pads[0].bHornHistory[(Pads[0].iCurrHornHistory+4) % 5] && Pads[0].bHornHistory[(Pads[0].iCurrHornHistory+3) % 5]) m_nCarHornTimer = 1; else m_nCarHornTimer = 0; }else if(Pads[0].bHornHistory[(Pads[0].iCurrHornHistory+4) % 5] && !Pads[0].bHornHistory[(Pads[0].iCurrHornHistory+1) % 5]){ m_nCarHornTimer = 0; m_bSirenOrAlarm = !m_bSirenOrAlarm; }else m_nCarHornTimer = 0; }else if(GetModelIndex() != MI_VOODOO && !CVehicle::bCheat3 && !carHasNitro){ if(!IsAlarmOn()){ if(Pads[0].GetHorn()) m_nCarHornTimer = 1; else m_nCarHornTimer = 0; } } } // Flying bool playRotorSound = false; bool isPlane = GetModelIndex() == MI_DODO || bAllDodosCheat; #ifdef FIX_BUGS isPlane = isPlane && !IsRealHeli(); #endif if(GetStatus() != STATUS_PLAYER && GetStatus() != STATUS_PLAYER_REMOTE && GetStatus() != STATUS_PHYSICS){ if(IsRealHeli()){ bEngineOn = false; m_aWheelSpeed[1] = Max(m_aWheelSpeed[1]-0.0005f, 0.0f); if(GetModelIndex() != MI_RCRAIDER && GetModelIndex() != MI_RCGOBLIN) if(m_aWheelSpeed[1] < 0.154f && m_aWheelSpeed[1] > 0.0044f) playRotorSound = true; } }else if(isPlane && m_vecMoveSpeed.Magnitude() > 0.0f && CTimer::GetTimeStep() > 0.0f){ if(GetModelIndex() == MI_DODO) FlyingControl(FLIGHT_MODEL_DODO); else FlyingControl(FLIGHT_MODEL_PLANE); }else if(GetModelIndex() == MI_RCBARON){ FlyingControl(FLIGHT_MODEL_RCPLANE); }else if(IsRealHeli() || bAllCarCheat){ #ifdef RESTORE_ALLCARSHELI_CHEAT if (bAllCarCheat) FlyingControl(FLIGHT_MODEL_HELI); else #endif { // Speed up rotor if (m_aWheelSpeed[1] < 0.22f && !bIsInWater) { if (GetModelIndex() == MI_RCRAIDER || GetModelIndex() == MI_RCGOBLIN) m_aWheelSpeed[1] += 0.003f; else m_aWheelSpeed[1] += 0.001f; } // Fly if (m_aWheelSpeed[1] > 0.15f) { if (GetModelIndex() == MI_RCRAIDER || GetModelIndex() == MI_RCGOBLIN) FlyingControl(FLIGHT_MODEL_RCHELI); else if (m_nWheelsOnGround < 4 && !(GetModelIndex() == MI_SEASPAR && bTouchingWater) || CPad::GetPad(0)->GetAccelerate() != 0 || #ifndef FREE_CAM CPad::GetPad(0)->GetCarGunUpDown() > 1.0f || #else ((!CCamera::bFreeCam || (CCamera::bFreeCam && !CPad::IsAffectedByController)) && CPad::GetPad(0)->GetCarGunUpDown() > 1.0f) || #endif Abs(m_vecMoveSpeed.x) > 0.02f || Abs(m_vecMoveSpeed.y) > 0.02f || Abs(m_vecMoveSpeed.z) > 0.02f) FlyingControl(FLIGHT_MODEL_HELI); } } // Blade collision if(m_aWheelSpeed[1] > 0.015f && m_aCarNodes[CAR_BONNET]){ CMatrix mat; mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BONNET])); if(GetModelIndex() == MI_RCRAIDER || GetModelIndex() == MI_RCGOBLIN) DoBladeCollision(mat.GetPosition(), GetMatrix(), ROTOR_TOP, 0.72f, 0.9f); else if(GetModelIndex() == MI_SPARROW || GetModelIndex() == MI_SEASPAR) DoBladeCollision(mat.GetPosition(), GetMatrix(), ROTOR_TOP, 5.15f, 0.8f); else if(GetModelIndex() == MI_HUNTER) DoBladeCollision(mat.GetPosition(), GetMatrix(), ROTOR_TOP, 6.15f, 0.5f); else DoBladeCollision(mat.GetPosition(), GetMatrix(), ROTOR_TOP, 6.15f, 1.0f); } // Heli weapons if(GetModelIndex() == MI_HUNTER && GetStatus() == STATUS_PLAYER){ // Hunter rockets if(CPad::GetPad(0)->CarGunJustDown() && CTimer::GetTimeInMilliseconds() > m_nGunFiringTime+350){ CWeapon gun(WEAPONTYPE_ROCKETLAUNCHER, 100); CVector source = vecHunterRocketPos; source = GetMatrix()*source + Max(DotProduct(m_vecMoveSpeed, GetForward()), 0.0f)*GetForward()*CTimer::GetTimeStep(); gun.FireProjectile(this, &source, 0.0f); source = vecHunterRocketPos; source.x = -source.x; source = GetMatrix()*source + Max(DotProduct(m_vecMoveSpeed, GetForward()), 0.0f)*GetForward()*CTimer::GetTimeStep(); gun.FireProjectile(this, &source, 0.0f); CStats::RoundsFiredByPlayer++; DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f); m_nGunFiringTime = CTimer::GetTimeInMilliseconds(); // Hunter gun }else if(CPad::GetPad(0)->GetHandBrake() && CTimer::GetTimeInMilliseconds() > m_nGunFiringTime+60){ CWeapon gun(WEAPONTYPE_HELICANNON, 5000); CVector source = vecHunterGunPos; source = GetMatrix()*source + m_vecMoveSpeed*CTimer::GetTimeStep(); gun.FireInstantHit(this, &source); gun.AddGunshell(this, source, CVector2D(0.0f, 0.1f), 0.025f); CStats::RoundsFiredByPlayer++; DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f); m_nGunFiringTime = CTimer::GetTimeInMilliseconds(); } }else if(GetModelIndex() == MI_SEASPAR && GetStatus() == STATUS_PLAYER){ // Sea sparrow gun if(CPad::GetPad(0)->GetHandBrake() && CTimer::GetTimeInMilliseconds() > m_nGunFiringTime+40){ CWeapon gun(WEAPONTYPE_M4, 5000); CVector source = vecSeaSparrowGunPos; source = GetMatrix()*source + m_vecMoveSpeed*CTimer::GetTimeStep(); gun.FireInstantHit(this, &source); gun.AddGunshell(this, source, CVector2D(0.0f, 0.1f), 0.025f); CStats::RoundsFiredByPlayer++; DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f); m_nGunFiringTime = CTimer::GetTimeInMilliseconds(); } } if(GetModelIndex() != MI_RCRAIDER && GetModelIndex() != MI_RCGOBLIN) if(m_aWheelSpeed[1] < 0.154f && m_aWheelSpeed[1] > 0.0044f) playRotorSound = true; } // Play rotor sound if(playRotorSound && m_aCarNodes[CAR_BONNET]){ CVector camDist = TheCamera.GetPosition() - GetPosition(); float distSq = camDist.MagnitudeSqr(); if(distSq < SQR(20.0f) && Abs(m_fPropellerRotation - m_aWheelRotation[1]) > DEGTORAD(30.0f)){ CMatrix mat; mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BONNET])); CVector blade = mat.GetRight(); blade = Multiply3x3(blade, GetMatrix()); camDist /= Max(Sqrt(distSq), 0.01f); if(Abs(DotProduct(camDist, blade)) > 0.95f){ DMAudio.PlayOneShot(m_audioEntityId, SOUND_HELI_BLADE, 0.0f); m_fPropellerRotation = m_aWheelRotation[1]; } } } } // Process car on fire // A similar calculation of damagePos is done elsewhere for smoke uint8 engineStatus = Damage.GetEngineStatus(); CVector damagePos = ((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->m_positions[CAR_POS_HEADLIGHTS]; switch(Damage.GetDoorStatus(DOOR_BONNET)){ case DOOR_STATUS_OK: case DOOR_STATUS_SMASHED: // Bonnet is still there, smoke comes out at the edge damagePos += vecDAMAGE_ENGINE_POS_SMALL; break; case DOOR_STATUS_SWINGING: case DOOR_STATUS_MISSING: // Bonnet is gone, smoke comes out at the engine damagePos += vecDAMAGE_ENGINE_POS_BIG; break; } // move fire forward if in first person if(this == FindPlayerVehicle() && TheCamera.GetLookingForwardFirstPerson()) if(m_fHealth < 250.0f && GetStatus() != STATUS_WRECKED){ if(GetModelIndex() == MI_FIRETRUCK) damagePos += CVector(0.0f, 3.0f, -0.2f); else damagePos += CVector(0.0f, 1.2f, -0.8f); } damagePos = GetMatrix()*damagePos; damagePos.z += 0.15f; if(m_fHealth < 250.0f && GetStatus() != STATUS_WRECKED){ // Car is on fire CParticle::AddParticle(PARTICLE_CARFLAME, damagePos, CVector(0.0f, 0.0f, CGeneral::GetRandomNumberInRange(0.01125f, 0.09f)), nil, 0.63f); CVector coors = damagePos; coors.x += CGeneral::GetRandomNumberInRange(-0.5625f, 0.5625f), coors.y += CGeneral::GetRandomNumberInRange(-0.5625f, 0.5625f), coors.z += CGeneral::GetRandomNumberInRange(0.5625f, 2.25f); CParticle::AddParticle(PARTICLE_CARFLAME_SMOKE, coors, CVector(0.0f, 0.0f, 0.0f)); CParticle::AddParticle(PARTICLE_ENGINE_SMOKE2, damagePos, CVector(0.0f, 0.0f, 0.0f), nil, 0.5f); // Blow up car after 5 seconds m_fFireBlowUpTimer += CTimer::GetTimeStepInMilliseconds(); if(m_fFireBlowUpTimer > 5000.0f) BlowUpCar(m_pSetOnFireEntity); }else m_fFireBlowUpTimer = 0.0f; // Decrease car health if engine is damaged badly if(engineStatus > ENGINE_STATUS_ON_FIRE && m_fHealth > 250.0f) m_fHealth -= 2.0f; ProcessDelayedExplosion(); if(m_bSirenOrAlarm && (CTimer::GetFrameCounter()&7) == 5 && UsesSiren() && GetModelIndex() != MI_MRWHOOP) CCarAI::MakeWayForCarWithSiren(this); // Find out how much to shake the pad depending on suspension and ground surface float suspShake = 0.0f; float surfShake = 0.0f; float speedsq = m_vecMoveSpeed.MagnitudeSqr(); for(i = 0; i < 4; i++){ float suspChange = m_aSuspensionSpringRatioPrev[i] - m_aSuspensionSpringRatio[i]; if(suspChange > 0.3f && !drivingInSand && speedsq > 0.04f){ if(Damage.GetWheelStatus(i) == WHEEL_STATUS_BURST) DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_JUMP_2, suspChange); else DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_JUMP, suspChange); if(suspChange > suspShake) suspShake = suspChange; } uint8 surf = m_aWheelColPoints[i].surfaceB; if(surf == SURFACE_GRAVEL || surf == SURFACE_WATER || surf == SURFACE_HEDGE){ if(surfShake < 0.2f) surfShake = 0.3f; }else if(surf == SURFACE_MUD_DRY){ if(surfShake < 0.1f) surfShake = 0.2f; }else if(surf == SURFACE_GRASS){ if(surfShake < 0.05f) surfShake = 0.1f; } if(this == FindPlayerVehicle()) // BUG: this only observes one of the wheels TheCamera.m_bVehicleSuspenHigh = Abs(suspChange) > 0.05f; m_aSuspensionSpringRatioPrev[i] = m_aSuspensionSpringRatio[i]; m_aSuspensionSpringRatio[i] = 1.0f; } // Shake pad if(!drivingInSand && (suspShake > 0.0f || surfShake > 0.0f) && GetStatus() == STATUS_PLAYER){ float speed = m_vecMoveSpeed.MagnitudeSqr(); if(speed > sq(0.1f)){ speed = Sqrt(speed); if(suspShake > 0.0f){ uint8 freq = Min(200.0f*suspShake*speed*2000.0f/m_fMass + 100.0f, 250.0f); CPad::GetPad(0)->StartShake(20000.0f*CTimer::GetTimeStep()/freq, freq); }else{ uint8 freq = Min(200.0f*surfShake*speed*2000.0f/m_fMass + 40.0f, 150.0f); CPad::GetPad(0)->StartShake(5000.0f*CTimer::GetTimeStep()/freq, freq); } } } bVehicleColProcessed = false; bAudioChangingGear = false; if(!bWarnedPeds && GetVehicleAppearance() != VEHICLE_APPEARANCE_HELI && GetVehicleAppearance() != VEHICLE_APPEARANCE_PLANE) CCarCtrl::ScanForPedDanger(this); // Turn around at the edge of the world // TODO: make the numbers defines float heading; if(GetPosition().x > 1950.0f){ if(m_vecMoveSpeed.x > 0.0f) m_vecMoveSpeed.x *= -1.0f; heading = GetForward().Heading(); if(heading > 0.0f) // going west SetHeading(-heading); }else if(GetPosition().x < -1950.0f){ if(m_vecMoveSpeed.x < 0.0f) m_vecMoveSpeed.x *= -1.0f; heading = GetForward().Heading(); if(heading < 0.0f) // going east SetHeading(-heading); } if(GetPosition().y > 1950.0f){ if(m_vecMoveSpeed.y > 0.0f) m_vecMoveSpeed.y *= -1.0f; heading = GetForward().Heading(); if(heading < HALFPI && heading > 0.0f) SetHeading(PI-heading); else if(heading > -HALFPI && heading < 0.0f) SetHeading(-PI-heading); }else if(GetPosition().y < -1950.0f){ if(m_vecMoveSpeed.y < 0.0f) m_vecMoveSpeed.y *= -1.0f; heading = GetForward().Heading(); if(heading > HALFPI) SetHeading(PI-heading); else if(heading < -HALFPI) SetHeading(-PI-heading); } if(bInfiniteMass){ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f); m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f); }else if(!skipPhysics && (m_fGasPedal == 0.0f && brake == 0.0f || GetStatus() == STATUS_WRECKED)){ if(Abs(m_vecMoveSpeed.x) < 0.005f && Abs(m_vecMoveSpeed.y) < 0.005f && Abs(m_vecMoveSpeed.z) < 0.005f && !(m_fDamageImpulse > 0.0f && m_pDamageEntity == FindPlayerPed()) && (m_aSuspensionSpringRatioPrev[0] < 1.0f || m_aSuspensionSpringRatioPrev[1] < 1.0f || m_aSuspensionSpringRatioPrev[2] < 1.0f || m_aSuspensionSpringRatioPrev[3] < 1.0f)){ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); m_vecTurnSpeed.z = 0.0f; } } if(IsRealHeli() && bHeliDestroyed && !bRenderScorched){ ApplyMoveForce(0.0f, 0.0f, -2.0f*CTimer::GetTimeStep()); m_vecTurnSpeed.z += -0.002f*CTimer::GetTimeStep(); m_vecTurnSpeed.x += -0.0002f*CTimer::GetTimeStep(); RwRGBA col = { 84, 84, 84, 255 }; CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, GetMatrix()*CVector(0.0f, 0.0f, -10.0f), CVector(0.0f, 0.0f, 0.0f), nil, 0.7f, col, 0, 0, 0, 3000); if(CWorld::TestSphereAgainstWorld(GetPosition(), 10.0f, this, true, false, false, false, false, false) || GetPosition().z < 6.0f) if(!bRenderScorched){ // we already know this is true... CExplosion::AddExplosion(this, nil, EXPLOSION_CAR, GetPosition(), 0); bRenderScorched = true; } } } #pragma optimize("", on) //--LCS: done void CAutomobile::ProcessCarWheelPair(int leftWheel, int rightWheel, float steerAngle, CVector *contactSpeeds, CVector *contactPoints, float traction, float acceleration, float brake, bool bFront) { bool driveWheels; float suspensionBias; if(bFront){ driveWheels = mod_HandlingManager.HasFrontWheelDrive(pHandling->nIdentifier); suspensionBias = 2.0f*pHandling->fSuspensionBias; }else{ driveWheels = mod_HandlingManager.HasRearWheelDrive(pHandling->nIdentifier); suspensionBias = 2.0f*(1.0f-pHandling->fSuspensionBias); float fwdSpeed = DotProduct(m_vecMoveSpeed, GetForward()); if(bIsHandbrakeOn && Abs(fwdSpeed) > 0.01f){ #ifdef FIX_BUGS // Not sure if this is needed, but brake usually has timestep as a factor brake = 20000.0f * CTimer::GetTimeStepFix(); #else brake = 20000.0f; #endif /* if(fwdSpeed > 0.1f && pHandling->Flags & HANDLING_HANDBRAKE_TYRE){ m_fTireTemperature += 0.005*CTimer::GetTimeStep(); if(m_fTireTemperature > 2.0f) m_fTireTemperature = 2.0f; } */ }else if(driveWheels && m_doingBurnout){ brake = 0.0f; traction = 0.0f; // BUG: missing timestep ApplyTurnForce(contactPoints[leftWheel], -0.003f*m_fTurnMass*Min(3000.0f/m_fTurnMass, 1.0f)*m_fSteerAngle*GetRight()); }else if(mod_HandlingManager.HasRearWheelDrive(pHandling->nIdentifier)){ traction *= m_fTireTemperature; } } // Wheels on ground if(m_aWheelTimer[leftWheel] > 0.0f || m_aWheelTimer[rightWheel] > 0.0f){ CVector wheelFwd, wheelRight; float s, c; bool canSteer = steerAngle > -100.0f; if(canSteer){ s = Sin(steerAngle); c = Cos(steerAngle); } bool neutralHandling = GetStatus() != STATUS_PLAYER && GetStatus() != STATUS_PLAYER_REMOTE && (pHandling->Flags & HANDLING_NEUTRALHANDLING); float brakeBias, tractionBias; if(bFront){ brakeBias = neutralHandling ? 1.0f : 2.0f*pHandling->fBrakeBias; tractionBias = neutralHandling ? 1.0f : 2.0f*pHandling->fTractionBias; }else{ brakeBias = neutralHandling ? 1.0f : 2.0f*(1.0f-pHandling->fBrakeBias); tractionBias = neutralHandling ? 1.0f : 2.0f*(1.0f-pHandling->fTractionBias); } if(m_aWheelTimer[leftWheel] > 0.0f){ float fThrust = driveWheels ? acceleration : 0.0f; wheelFwd = GetForward(); wheelFwd -= DotProduct(wheelFwd, m_aWheelColPoints[leftWheel].normal)*m_aWheelColPoints[leftWheel].normal; wheelFwd.Normalise(); wheelRight = CrossProduct(wheelFwd, m_aWheelColPoints[leftWheel].normal); wheelRight.Normalise(); if(canSteer){ CVector tmp = c*wheelFwd - s*wheelRight; wheelRight = s*wheelFwd + c*wheelRight; wheelFwd = tmp; } m_aWheelColPoints[leftWheel].surfaceA = SURFACE_WHEELBASE; float adhesion = CSurfaceTable::GetAdhesiveLimit(m_aWheelColPoints[leftWheel])*traction; if(GetStatus() == STATUS_PLAYER){ adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[leftWheel].surfaceB); adhesion *= Min(suspensionBias*pHandling->fSuspensionForceLevel*4.0f*(1.0f-m_aSuspensionSpringRatio[leftWheel]), 2.0f); } tWheelState WheelState = m_aWheelState[leftWheel]; if(Damage.GetWheelStatus(leftWheel) == WHEEL_STATUS_BURST) ProcessWheel(wheelFwd, wheelRight, contactSpeeds[leftWheel], contactPoints[leftWheel], m_nWheelsOnGround, fThrust, brake*brakeBias, adhesion*tractionBias*Damage.m_fWheelDamageEffect, leftWheel, &m_aWheelRotation[leftWheel], &WheelState, WHEEL_STATUS_BURST); else ProcessWheel(wheelFwd, wheelRight, contactSpeeds[leftWheel], contactPoints[leftWheel], m_nWheelsOnGround, fThrust, brake*brakeBias, adhesion*tractionBias, leftWheel, &m_aWheelRotation[leftWheel], &WheelState, WHEEL_STATUS_OK); if(driveWheels && m_fGasPedal < 0.0f && WheelState == WHEEL_STATE_SPINNING) m_aWheelState[leftWheel] = WHEEL_STATE_NORMAL; else m_aWheelState[leftWheel] = WheelState; } if(m_aWheelTimer[rightWheel] > 0.0f){ float fThrust = driveWheels ? acceleration : 0.0f; wheelFwd = GetForward(); wheelFwd -= DotProduct(wheelFwd, m_aWheelColPoints[rightWheel].normal)*m_aWheelColPoints[rightWheel].normal; wheelFwd.Normalise(); wheelRight = CrossProduct(wheelFwd, m_aWheelColPoints[rightWheel].normal); wheelRight.Normalise(); if(canSteer){ CVector tmp = c*wheelFwd - s*wheelRight; wheelRight = s*wheelFwd + c*wheelRight; wheelFwd = tmp; } m_aWheelColPoints[rightWheel].surfaceA = SURFACE_WHEELBASE; float adhesion = CSurfaceTable::GetAdhesiveLimit(m_aWheelColPoints[rightWheel])*traction; if(GetStatus() == STATUS_PLAYER){ adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[rightWheel].surfaceB); adhesion *= Min(suspensionBias*pHandling->fSuspensionForceLevel*4.0f*(1.0f-m_aSuspensionSpringRatio[rightWheel]), 2.0f); } tWheelState WheelState = m_aWheelState[rightWheel]; if(Damage.GetWheelStatus(rightWheel) == WHEEL_STATUS_BURST) ProcessWheel(wheelFwd, wheelRight, contactSpeeds[rightWheel], contactPoints[rightWheel], m_nWheelsOnGround, fThrust, brake*brakeBias, adhesion*tractionBias*Damage.m_fWheelDamageEffect, rightWheel, &m_aWheelRotation[rightWheel], &WheelState, WHEEL_STATUS_BURST); else ProcessWheel(wheelFwd, wheelRight, contactSpeeds[rightWheel], contactPoints[rightWheel], m_nWheelsOnGround, fThrust, brake*brakeBias, adhesion*tractionBias, rightWheel, &m_aWheelRotation[rightWheel], &WheelState, WHEEL_STATUS_OK); if(driveWheels && m_fGasPedal < 0.0f && WheelState == WHEEL_STATE_SPINNING) m_aWheelState[rightWheel] = WHEEL_STATE_NORMAL; else m_aWheelState[rightWheel] = WheelState; } } if(!bFront){ if(m_doingBurnout && driveWheels && (m_aWheelState[CARWHEEL_REAR_LEFT] == WHEEL_STATE_SPINNING || m_aWheelState[CARWHEEL_REAR_RIGHT] == WHEEL_STATE_SPINNING)){ m_fTireTemperature += 0.001f*CTimer::GetTimeStep(); if(m_fTireTemperature > 3.0f) m_fTireTemperature = 3.0f; }else if(m_fTireTemperature > 1.0f){ m_fTireTemperature = (m_fTireTemperature - 1.0f)*Pow(0.995f, CTimer::GetTimeStep()) + 1.0f; } } // Process wheels off ground if(!IsRealHeli()){ if(m_aWheelTimer[leftWheel] <= 0.0f){ if(driveWheels && acceleration != 0.0f){ if(acceleration > 0.0f){ if(m_aWheelSpeed[leftWheel] < 1.0f) m_aWheelSpeed[leftWheel] -= 0.1f; }else{ if(m_aWheelSpeed[leftWheel] > -1.0f) m_aWheelSpeed[leftWheel] += 0.05f; } }else{ m_aWheelSpeed[leftWheel] *= 0.95f; } m_aWheelRotation[leftWheel] += m_aWheelSpeed[leftWheel]*CTimer::GetTimeStep(); } if(m_aWheelTimer[rightWheel] <= 0.0f){ if(driveWheels && acceleration != 0.0f){ if(acceleration > 0.0f){ if(m_aWheelSpeed[rightWheel] < 1.0f) m_aWheelSpeed[rightWheel] -= 0.1f; }else{ if(m_aWheelSpeed[rightWheel] > -1.0f) m_aWheelSpeed[rightWheel] += 0.05f; } }else{ m_aWheelSpeed[rightWheel] *= 0.95f; } m_aWheelRotation[rightWheel] += m_aWheelSpeed[rightWheel]*CTimer::GetTimeStep(); } } } void CAutomobile::Teleport(CVector pos) { CWorld::Remove(this); SetPosition(pos); SetOrientation(0.0f, 0.0f, 0.0f); SetMoveSpeed(0.0f, 0.0f, 0.0f); SetTurnSpeed(0.0f, 0.0f, 0.0f); ResetSuspension(); CWorld::Add(this); } void CAutomobile::PreRender(void) { int i, j, n; CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); if(GetModelIndex() == MI_FIRETRUCK) FireTruckControl(); CVehicle::PreRender(); if(GetModelIndex() == MI_RHINO && m_aCarNodes[CAR_WINDSCREEN]){ // Rotate Rhino turret CMatrix m; CVector p; m.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WINDSCREEN])); p = m.GetPosition(); m.SetRotateZ(m_fCarGunLR); m.Translate(p); m.UpdateRW(); } if(GetModelIndex() == MI_RCBANDIT){ CVector pos = GetMatrix() * CVector(0.218f, -0.444f, 0.391f); CAntennas::RegisterOne((uintptr)this, GetUp(), pos, 1.0f); } float fwdSpeed = DotProduct(m_vecMoveSpeed, GetForward())*180.0f; // Wheel particles if(GetModelIndex() == MI_DODO || GetVehicleAppearance() != VEHICLE_APPEARANCE_CAR){ ; // nothing }else if(GetModelIndex() == MI_RCBANDIT){ for(i = 0; i < 4; i++){ // Game has same code three times here switch(m_aWheelState[i]){ case WHEEL_STATE_SPINNING: case WHEEL_STATE_SKIDDING: case WHEEL_STATE_FIXED: CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.05f), CVector(0.0f, 0.0f, 0.0f), nil, 0.1f); break; default: break; } } }else{ if(GetStatus() == STATUS_SIMPLE){ CMatrix mat; CVector pos; mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RB])); pos = mat.GetPosition(); pos.z = 1.5f*m_aWheelPosition[CARWHEEL_REAR_RIGHT]; m_aWheelColPoints[CARWHEEL_REAR_RIGHT].point = GetMatrix() * pos; m_aWheelColPoints[CARWHEEL_REAR_RIGHT].surfaceB = SURFACE_DEFAULT; mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LB])); pos = mat.GetPosition(); pos.z = 1.5f*m_aWheelPosition[CARWHEEL_REAR_LEFT]; m_aWheelColPoints[CARWHEEL_REAR_LEFT].point = GetMatrix() * pos; m_aWheelColPoints[CARWHEEL_REAR_LEFT].surfaceB = SURFACE_DEFAULT; mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); pos = mat.GetPosition(); pos.z = 1.5f*m_aWheelPosition[CARWHEEL_FRONT_RIGHT]; m_aWheelColPoints[CARWHEEL_FRONT_RIGHT].point = GetMatrix() * pos; m_aWheelColPoints[CARWHEEL_FRONT_RIGHT].surfaceB = SURFACE_DEFAULT; mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF])); pos = mat.GetPosition(); pos.z = 1.5f*m_aWheelPosition[CARWHEEL_FRONT_LEFT]; m_aWheelColPoints[CARWHEEL_FRONT_LEFT].point = GetMatrix() * pos; m_aWheelColPoints[CARWHEEL_FRONT_LEFT].surfaceB = SURFACE_DEFAULT; } int drawParticles = Abs(fwdSpeed) < 90.0f; if(GetStatus() == STATUS_SIMPLE || GetStatus() == STATUS_PHYSICS || GetStatus() == STATUS_PLAYER || GetStatus() == STATUS_PLAYER_PLAYBACKFROMBUFFER){ bool rearSkidding = false; if(m_aWheelState[CARWHEEL_REAR_LEFT] == WHEEL_STATE_SKIDDING || m_aWheelState[CARWHEEL_REAR_RIGHT] == WHEEL_STATE_SKIDDING) rearSkidding = true; for(i = 0; i < 4; i++){ if(m_aSuspensionSpringRatioPrev[i] < 1.0f && m_aWheelColPoints[i].surfaceB != SURFACE_WATER) switch(m_aWheelState[i]){ case WHEEL_STATE_SPINNING: if(AddWheelDirtAndWater(&m_aWheelColPoints[i], drawParticles)){ CParticle::AddParticle(PARTICLE_BURNINGRUBBER_SMOKE, m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.25f), CVector(0.0f, 0.0f, 0.0f)); CParticle::AddParticle(PARTICLE_BURNINGRUBBER_SMOKE, m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.25f), CVector(0.0f, 0.0f, 0.05f)); } CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.25f), CVector(0.0f, 0.0f, 0.0f)); if(m_aWheelTimer[i] > 0.0f) CSkidmarks::RegisterOne((uintptr)this + i, m_aWheelColPoints[i].point, GetForward().x, GetForward().y, m_aWheelSkidmarkType[i], &m_aWheelSkidmarkBloody[i]); break; case WHEEL_STATE_SKIDDING: if(i == CARWHEEL_REAR_LEFT || i == CARWHEEL_REAR_RIGHT || rearSkidding){ // same as below if(Abs(fwdSpeed) > 5.0f){ AddWheelDirtAndWater(&m_aWheelColPoints[i], drawParticles); CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.25f), CVector(0.0f, 0.0f, 0.0f)); } if(m_aWheelTimer[i] > 0.0f) CSkidmarks::RegisterOne((uintptr)this + i, m_aWheelColPoints[i].point, GetForward().x, GetForward().y, m_aWheelSkidmarkType[i], &m_aWheelSkidmarkBloody[i]); } break; case WHEEL_STATE_FIXED: if(Abs(fwdSpeed) > 5.0f){ AddWheelDirtAndWater(&m_aWheelColPoints[i], drawParticles); CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.25f), CVector(0.0f, 0.0f, 0.0f)); } if(m_aWheelTimer[i] > 0.0f) CSkidmarks::RegisterOne((uintptr)this + i, m_aWheelColPoints[i].point, GetForward().x, GetForward().y, m_aWheelSkidmarkType[i], &m_aWheelSkidmarkBloody[i]); break; default: if(Abs(fwdSpeed) > 0.5f) AddWheelDirtAndWater(&m_aWheelColPoints[i], drawParticles); if((m_aWheelSkidmarkBloody[i] || m_aWheelSkidmarkUnk[i]) && m_aWheelTimer[i] > 0.0f) CSkidmarks::RegisterOne((uintptr)this + i, m_aWheelColPoints[i].point, GetForward().x, GetForward().y, m_aWheelSkidmarkType[i], &m_aWheelSkidmarkBloody[i]); } // Sparks for friction of burst wheels if(Damage.GetWheelStatus(i) == WHEEL_STATUS_BURST && m_aSuspensionSpringRatioPrev[i] < 1.0f){ static float speedSq; speedSq = m_vecMoveSpeed.MagnitudeSqr(); if(speedSq > SQR(0.1f) && m_aWheelColPoints[i].surfaceB != SURFACE_GRASS && m_aWheelColPoints[i].surfaceB != SURFACE_MUD_DRY && m_aWheelColPoints[i].surfaceB != SURFACE_SAND && m_aWheelColPoints[i].surfaceB != SURFACE_SAND_BEACH && m_aWheelColPoints[i].surfaceB != SURFACE_WATER){ CVector normalSpeed = m_aWheelColPoints[i].normal * DotProduct(m_aWheelColPoints[i].normal, m_vecMoveSpeed); CVector frictionSpeed = m_vecMoveSpeed - normalSpeed; if(i == CARWHEEL_FRONT_LEFT || i == CARWHEEL_REAR_LEFT) frictionSpeed -= 0.05f*GetRight(); else frictionSpeed += 0.05f*GetRight(); CVector unusedRight = 0.15f*GetRight(); CVector sparkDir = 0.25f*frictionSpeed; CParticle::AddParticle(PARTICLE_SPARK_SMALL, m_aWheelColPoints[i].point, sparkDir); if(speedSq > 0.04f) CParticle::AddParticle(PARTICLE_SPARK_SMALL, m_aWheelColPoints[i].point, sparkDir); if(speedSq > 0.16f){ CParticle::AddParticle(PARTICLE_SPARK_SMALL, m_aWheelColPoints[i].point, sparkDir); CParticle::AddParticle(PARTICLE_SPARK_SMALL, m_aWheelColPoints[i].point, sparkDir); } } } } } } if(m_aCarNodes[CAR_WHEEL_RM]){ // assume middle wheels are two units before rear ones CVector offset = GetForward()*2.0f; switch(m_aWheelState[CARWHEEL_REAR_LEFT]){ // Game has same code three times here case WHEEL_STATE_SPINNING: case WHEEL_STATE_SKIDDING: case WHEEL_STATE_FIXED: CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, m_aWheelColPoints[CARWHEEL_REAR_LEFT].point + CVector(0.0f, 0.0f, 0.25f) + offset, CVector(0.0f, 0.0f, 0.0f)); if(m_aWheelTimer[CARWHEEL_REAR_LEFT] > 0.0f) CSkidmarks::RegisterOne((uintptr)this + CARWHEEL_REAR_LEFT, m_aWheelColPoints[CARWHEEL_REAR_LEFT].point + offset, GetForward().x, GetForward().y, m_aWheelSkidmarkType[CARWHEEL_REAR_LEFT], &m_aWheelSkidmarkBloody[CARWHEEL_REAR_LEFT]); break; default: break; } switch(m_aWheelState[CARWHEEL_REAR_RIGHT]){ // Game has same code three times here case WHEEL_STATE_SPINNING: case WHEEL_STATE_SKIDDING: case WHEEL_STATE_FIXED: CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, m_aWheelColPoints[CARWHEEL_REAR_RIGHT].point + CVector(0.0f, 0.0f, 0.25f) + offset, CVector(0.0f, 0.0f, 0.0f)); if(m_aWheelTimer[CARWHEEL_REAR_RIGHT] > 0.0f) CSkidmarks::RegisterOne((uintptr)this + CARWHEEL_REAR_RIGHT, m_aWheelColPoints[CARWHEEL_REAR_RIGHT].point + offset, GetForward().x, GetForward().y, m_aWheelSkidmarkType[CARWHEEL_REAR_RIGHT], &m_aWheelSkidmarkBloody[CARWHEEL_REAR_RIGHT]); break; default: break; } } // Rain on roof if(!CCullZones::CamNoRain() && !CCullZones::PlayerNoRain() && Abs(fwdSpeed) < 20.0f && CWeather::Rain > 0.02f){ CColModel *colModel = GetColModel(); for(i = 0; i < colModel->numTriangles; i++){ CVector p1, p2, p3, c; colModel->GetTrianglePoint(p1, colModel->triangles[i].a); p1 = GetMatrix() * p1; colModel->GetTrianglePoint(p2, colModel->triangles[i].b); p2 = GetMatrix() * p2; colModel->GetTrianglePoint(p3, colModel->triangles[i].c); p3 = GetMatrix() * p3; c = (p1 + p2 + p3)/3.0f; n = 6.0f*CWeather::Rain; for(j = 0; j <= n; j++) CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, c + CVector(CGeneral::GetRandomNumberInRange(-0.4f, 0.4f), CGeneral::GetRandomNumberInRange(-0.4f, 0.4f), 0.0f), CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, 0, 0, CGeneral::GetRandomNumber() & 1); } } AddDamagedVehicleParticles(); // Exhaust smoke if(bEngineOn && !(pHandling->Flags & HANDLING_NO_EXHAUST) && fwdSpeed < 130.0f){ CVector exhaustPos = mi->m_positions[CAR_POS_EXHAUST]; CVector pos1, pos2, dir1, dir2; if(exhaustPos != CVector(0.0f, 0.0f, 0.0f)){ dir1.z = 0.0f; dir2.z = 0.0f; if(fwdSpeed < 10.0f){ CVector steerFwd(-Sin(m_fSteerAngle), Cos(m_fSteerAngle), 0.0f); steerFwd = Multiply3x3(GetMatrix(), steerFwd); float r = CGeneral::GetRandomNumberInRange(-0.06f, -0.03f); dir1.x = steerFwd.x * r; dir1.y = steerFwd.y * r; }else{ dir1.x = m_vecMoveSpeed.x; dir1.y = m_vecMoveSpeed.y; } bool dblExhaust = false; pos1 = GetMatrix() * exhaustPos; if(pHandling->Flags & HANDLING_DBL_EXHAUST){ dblExhaust = true; pos2 = exhaustPos; pos2.x = -pos2.x; pos2 = GetMatrix() * pos2; dir2 = dir1; } static float fumesLimit = 2.0f; if(CGeneral::GetRandomNumberInRange(1.0f, 3.0f)*(m_fGasPedal+1.1f) > fumesLimit) for(i = 0; i < 4;){ CParticle::AddParticle(PARTICLE_EXHAUST_FUMES, pos1, dir1); if(pHandling->Flags & HANDLING_DBL_EXHAUST) CParticle::AddParticle(PARTICLE_EXHAUST_FUMES, pos2, dir2); static float extraFumesLimit = 0.5f; if(m_fGasPedal > extraFumesLimit && m_nCurrentGear < 3){ if(CGeneral::GetRandomNumber() & 1) CParticle::AddParticle(PARTICLE_EXHAUST_FUMES, pos1, dir1); else if(pHandling->Flags & HANDLING_DBL_EXHAUST) CParticle::AddParticle(PARTICLE_EXHAUST_FUMES, pos2, dir2); } // Fire on Cuban hermes if(GetModelIndex() == MI_CUBAN && i == 1 && m_fGasPedal > 0.9f){ if(m_nCurrentGear == 1 || m_nCurrentGear == 3 && (CTimer::GetTimeInMilliseconds()%1500) > 750){ if(CGeneral::GetRandomNumber() & 1){ CParticle::AddParticle(PARTICLE_FIREBALL, pos1, dir1, nil, 0.05f, 0, 0, 2, 200); CParticle::AddParticle(PARTICLE_FIREBALL, pos1, dir1, nil, 0.05f, 0, 0, 2, 200); }else{ CParticle::AddParticle(PARTICLE_FIREBALL, pos2, dir2, nil, 0.05f, 0, 0, 2, 200); CParticle::AddParticle(PARTICLE_FIREBALL, pos2, dir2, nil, 0.05f, 0, 0, 2, 200); } } } if(GetStatus() == STATUS_PLAYER && (CTimer::GetFrameCounter()&3) == 0 && CWeather::Rain == 0.0f && i == 0){ CVector camDist = GetPosition() - TheCamera.GetPosition(); if(DotProduct(GetForward(), camDist) > 0.0f || TheCamera.GetLookDirection() == LOOKING_LEFT || TheCamera.GetLookDirection() == LOOKING_RIGHT){ /* CParticle::AddParticle(PARTICLE_HEATHAZE, pos1, CVector(0.0f, 0.0f, 0.0f)); if(pHandling->Flags & HANDLING_DBL_EXHAUST) CParticle::AddParticle(PARTICLE_HEATHAZE, pos2, CVector(0.0f, 0.0f, 0.0f)); CParticle::AddParticle(PARTICLE_HEATHAZE, pos1, CVector(0.0f, 0.0f, 0.0f)); if(pHandling->Flags & HANDLING_DBL_EXHAUST) CParticle::AddParticle(PARTICLE_HEATHAZE, pos2, CVector(0.0f, 0.0f, 0.0f)); */ } } if(GetModelIndex() == MI_CUBAN && i < 1){ i = 1; pos1 = GetMatrix() * CVector(1.134f, -1.276f, -0.56f); pos2 = GetMatrix() * CVector(-1.134f, -1.276f, -0.56f); dir1 += 0.05f*GetRight(); dir2 -= 0.05f*GetRight(); }else i = 99; } } } // Siren and taxi lights switch(GetModelIndex()){ case MI_FIRETRUCK: case MI_AMBULAN: case MI_POLICE: case MI_ENFORCER: if(m_bSirenOrAlarm){ CVector pos1, pos2; uint8 r1, g1, b1; uint8 r2, g2, b2; uint8 r, g, b; switch(GetModelIndex()){ case MI_FIRETRUCK: pos1 = CVector(1.1f, 1.7f, 2.0f); pos2 = CVector(-1.1f, 1.7f, 2.0f); r1 = 255; g1 = 0; b1 = 0; r2 = 255; g2 = 255; b2 = 0; break; case MI_AMBULAN: pos1 = CVector(1.1f, 0.9f, 1.6f); pos2 = CVector(-1.1f, 0.9f, 1.6f); r1 = 255; g1 = 0; b1 = 0; r2 = 255; g2 = 255; b2 = 255; break; case MI_POLICE: pos1 = CVector(0.7f, -0.4f, 1.0f); pos2 = CVector(-0.7f, -0.4f, 1.0f); r1 = 255; g1 = 0; b1 = 0; r2 = 0; g2 = 0; b2 = 255; break; case MI_ENFORCER: pos1 = CVector(1.1f, 0.8f, 1.2f); pos2 = CVector(-1.1f, 0.8f, 1.2f); r1 = 255; g1 = 0; b1 = 0; r2 = 0; g2 = 0; b2 = 255; break; } uint32 t = CTimer::GetTimeInMilliseconds() & 0x3FF; // 1023 if(t < 512){ r = r1/6; g = g1/6; b = b1/6; }else{ r = r2/6; g = g2/6; b = b2/6; } t = CTimer::GetTimeInMilliseconds() & 0x1FF; // 511 if(t < 100){ float f = t/100.0f; r *= f; g *= f; b *= f; }else if(t > 412){ float f = (512-t)/100.0f; r *= f; g *= f; b *= f; } CVector pos = GetPosition(); float angle = (CTimer::GetTimeInMilliseconds() & 0x3FF)*TWOPI/0x3FF; float s = 8.0f*Sin(angle); float c = 8.0f*Cos(angle); //CShadows::StoreCarLightShadow(this, (uintptr)this + 21, gpShadowHeadLightsTex, // &pos, c, s, s, -c, r, g, b, 8.0f); CPointLights::AddLight(CPointLights::LIGHT_POINT, pos + GetUp()*2.0f, CVector(0.0f, 0.0f, 0.0f), 12.0f, r*0.02f, g*0.02f, b*0.02f, CPointLights::FOG_NONE, true); pos1 = GetMatrix() * pos1; pos2 = GetMatrix() * pos2; for(i = 0; i < 4; i++){ uint8 sirenTimer = ((CTimer::GetTimeInMilliseconds() + (i<<6))>>8) & 3; pos = (pos1*i + pos2*(3.0f-i))/3.0f; switch(sirenTimer){ case 0: CCoronas::RegisterCorona((uintptr)this + 21 + i, r1, g1, b1, 255, pos, 0.4f, 50.0f, CCoronas::TYPE_STAR, i == 1 ? CCoronas::FLARE_HEADLIGHTS : CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f); break; case 2: CCoronas::RegisterCorona((uintptr)this + 21 + i, r2, g2, b2, 255, pos, 0.4f, 50.0f, CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f); break; default: CCoronas::UpdateCoronaCoors((uintptr)this + 21 + i, pos, 50.0f, 0.0f); break; } } } break; case MI_FBIRANCH: case MI_VICECHEE: if(m_bSirenOrAlarm){ CVector pos = GetMatrix() * CVector(0.4f, 0.6f, 0.3f); if(CTimer::GetTimeInMilliseconds() & 0x100 && DotProduct(GetForward(), GetPosition() - TheCamera.GetPosition()) < 0.0f) if(GetModelIndex() == MI_VICECHEE) CCoronas::RegisterCorona((uintptr)this + 21, 255, 70, 70, 255, pos, 0.4f, 50.0f, CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f); else CCoronas::RegisterCorona((uintptr)this + 21, 0, 0, 255, 255, pos, 0.4f, 50.0f, CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f); else CCoronas::UpdateCoronaCoors((uintptr)this + 21, pos, 50.0f, 0.0f); } break; case MI_TAXI: case MI_CABBIE: case MI_BORGNINE: if(bTaxiLight){ CVector pos = GetPosition() + GetUp()*0.95f; CCoronas::RegisterCorona((uintptr)this + 21, 128, 128, 0, 255, pos, 0.8f, 50.0f, CCoronas::TYPE_NORMAL, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f); CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f), 10.0f, 1.0f, 1.0f, 0.5f, CPointLights::FOG_NONE, true); } break; } if(GetModelIndex() != MI_RCBANDIT && GetModelIndex() != MI_DODO && GetModelIndex() != MI_RHINO && GetModelIndex() != MI_RCBARON && GetVehicleAppearance() != VEHICLE_APPEARANCE_HELI) { // Process lights // Turn lights on/off bool shouldLightsBeOn = CClock::GetHours() > 20 || CClock::GetHours() > 19 && CClock::GetMinutes() > (m_randomSeed & 0x3F) || CClock::GetHours() < 7 || CClock::GetHours() < 8 && CClock::GetMinutes() < (m_randomSeed & 0x3F) || m_randomSeed/50000.0f < CWeather::Foggyness || m_randomSeed/50000.0f < CWeather::WetRoads; if(shouldLightsBeOn != bLightsOn && GetStatus() != STATUS_WRECKED){ if(GetStatus() == STATUS_ABANDONED){ // Turn off lights on abandoned vehicles only when we they're far away if(bLightsOn && Abs(TheCamera.GetPosition().x - GetPosition().x) + Abs(TheCamera.GetPosition().y - GetPosition().y) > 100.0f) bLightsOn = false; }else bLightsOn = shouldLightsBeOn; } // Actually render the lights bool alarmOn = false; bool alarmOff = false; if(IsAlarmOn()){ if(CTimer::GetTimeInMilliseconds() & 0x100) alarmOn = true; else alarmOff = true; } if(bEngineOn && bLightsOn || alarmOn || alarmOff){ CVector lookVector = GetPosition() - TheCamera.GetPosition(); float camDist = lookVector.Magnitude(); if(camDist != 0.0f) lookVector *= 1.0f/camDist; else lookVector = CVector(1.0f, 0.0f, 0.0f); // 1.0 if directly behind car, -1.0 if in front float behindness = DotProduct(lookVector, GetForward()); behindness = Clamp(behindness, -1.0f, 1.0f); // shouldn't be necessary // 0.0 if behind car, PI if in front // Abs not necessary float angle = Abs(Acos(behindness)); // Headlights CVector headLightPos = mi->m_positions[CAR_POS_HEADLIGHTS]; CVector lightR = GetMatrix() * headLightPos; CVector lightL = lightR; lightL -= GetRight()*2.0f*headLightPos.x; // Headlight coronas if(DotProduct(lightR-TheCamera.GetPosition(), GetForward()) < 0.0f && (TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_1STPERSON || this != FindPlayerVehicle())){ // In front of car float intensity = -0.5f*behindness + 0.3f; float size = 1.0f - behindness; if(behindness < -0.97f && camDist < 30.0f){ // Directly in front and not too far away if(pHandling->Flags & HANDLING_HALOGEN_LIGHTS){ if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 6, 150, 150, 195, 255, lightL, 1.2f, 45.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_HEADLIGHT, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, angle); if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 7, 150, 150, 195, 255, lightR, 1.2f, 45.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_HEADLIGHT, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, angle); }else{ if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 6, 160, 160, 140, 255, lightL, 1.2f, 45.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_HEADLIGHT, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, angle); if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 7, 160, 160, 140, 255, lightR, 1.2f, 45.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_HEADLIGHT, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, angle); } } if(alarmOff){ if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this, 0, 0, 0, 0, lightL, size, 0.0f, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 1, 0, 0, 0, 0, lightR, size, 0.0f, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); }else{ if(pHandling->Flags & HANDLING_HALOGEN_LIGHTS){ if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this, 190*intensity, 190*intensity, 255*intensity, 255, lightL, size, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 1, 190*intensity, 190*intensity, 255*intensity, 255, lightR, size, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); }else{ if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this, 210*intensity, 210*intensity, 195*intensity, 255, lightL, size, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 1, 210*intensity, 210*intensity, 195*intensity, 255, lightR, size, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); } } }else{ // Behind car if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK) CCoronas::UpdateCoronaCoors((uintptr)this, lightL, 50.0f*TheCamera.LODDistMultiplier, angle); if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) CCoronas::UpdateCoronaCoors((uintptr)this + 1, lightR, 50.0f*TheCamera.LODDistMultiplier, angle); } // bright lights if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK && !bNoBrightHeadLights) CBrightLights::RegisterOne(lightL, GetUp(), GetRight(), GetForward(), pHandling->FrontLights + BRIGHTLIGHT_FRONT); if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK && !bNoBrightHeadLights) CBrightLights::RegisterOne(lightR, GetUp(), GetRight(), GetForward(), pHandling->FrontLights + BRIGHTLIGHT_FRONT); // Taillights CVector tailLightPos = mi->m_positions[CAR_POS_TAILLIGHTS]; lightR = GetMatrix() * tailLightPos; lightL = lightR; lightL -= GetRight()*2.0f*tailLightPos.x; // Taillight coronas if(DotProduct(lightR-TheCamera.GetPosition(), GetForward()) > 0.0f){ // Behind car float intensity = 0.4f*behindness + 0.4f; float size = (behindness + 1.0f)/2.0f; if(m_fGasPedal < 0.0f){ // reversing intensity += 0.4f; size += 0.3f; if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 2, 128*intensity, 128*intensity, 128*intensity, 255, lightL, size, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 3, 128*intensity, 128*intensity, 128*intensity, 255, lightR, size, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); }else{ if(m_fBrakePedal > 0.0f){ intensity += 0.4f; size += 0.3f; } if(alarmOff){ if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 2, 0, 0, 0, 0, lightL, size, 0.0f, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 3, 0, 0, 0, 0, lightR, size, 0.0f, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); }else{ if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 2, 128*intensity, 0, 0, 255, lightL, size, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 3, 128*intensity, 0, 0, 255, lightR, size, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle); } } }else{ // In front of car if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CCoronas::UpdateCoronaCoors((uintptr)this + 2, lightL, 50.0f*TheCamera.LODDistMultiplier, angle); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CCoronas::UpdateCoronaCoors((uintptr)this + 3, lightR, 50.0f*TheCamera.LODDistMultiplier, angle); } // bright lights if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CBrightLights::RegisterOne(lightL, GetUp(), GetRight(), GetForward(), pHandling->RearLights + BRIGHTLIGHT_REAR); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CBrightLights::RegisterOne(lightR, GetUp(), GetRight(), GetForward(), pHandling->RearLights + BRIGHTLIGHT_REAR); // Light shadows if(!alarmOff){ CVector pos = GetPosition(); CVector2D fwd(GetForward()); fwd.Normalise(); float f = headLightPos.y + 6.0f; pos += CVector(f*fwd.x, f*fwd.y, 2.0f); if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK || Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) CShadows::StoreCarLightShadow(this, (uintptr)this + 22, gpShadowHeadLightsTex, &pos, 7.0f*fwd.x, 7.0f*fwd.y, 5.5f*fwd.y, -5.5f*fwd.x, 45, 45, 45, 7.0f); f = (tailLightPos.y - 2.5f) - (headLightPos.y + 6.0f); pos += CVector(f*fwd.x, f*fwd.y, 0.0f); if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK || Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CShadows::StoreCarLightShadow(this, (uintptr)this + 25, gpShadowExplosionTex, &pos, 3.0f, 0.0f, 0.0f, -3.0f, 35, 0, 0, 4.0f); } if(this == FindPlayerVehicle() && !alarmOff){ if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK || Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK) CPointLights::AddLight(CPointLights::LIGHT_DIRECTIONAL, GetPosition(), GetForward(), 20.0f, 1.0f, 1.0f, 1.0f, FindPlayerVehicle()->m_vecMoveSpeed.MagnitudeSqr2D() < sq(0.45f) ? CPointLights::FOG_NORMAL : CPointLights::FOG_NONE, false); CVector pos = GetPosition() - 4.0f*GetForward(); if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK || Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) { if(m_fBrakePedal > 0.0f) CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f), 10.0f, 1.0f, 0.0f, 0.0f, CPointLights::FOG_NONE, false); else CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f), 7.0f, 0.6f, 0.0f, 0.0f, CPointLights::FOG_NONE, false); } } }else if(GetStatus() != STATUS_ABANDONED && GetStatus() != STATUS_WRECKED){ // Lights off CVector lightPos = mi->m_positions[CAR_POS_TAILLIGHTS]; CVector lightR = GetMatrix() * lightPos; CVector lightL = lightR; lightL -= GetRight()*2.0f*lightPos.x; if(m_fBrakePedal > 0.0f || m_fGasPedal < 0.0f){ CVector lookVector = GetPosition() - TheCamera.GetPosition(); lookVector.Normalise(); float behindness = DotProduct(lookVector, GetForward()); if(behindness > 0.0f){ if(m_fGasPedal < 0.0f){ // reversing if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 2, 120, 120, 120, 255, lightL, 1.2f, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 3, 120, 120, 120, 255, lightR, 1.2f, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f); if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CBrightLights::RegisterOne(lightL, GetUp(), GetRight(), GetForward(), pHandling->RearLights + BRIGHTLIGHT_FRONT); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CBrightLights::RegisterOne(lightR, GetUp(), GetRight(), GetForward(), pHandling->RearLights + BRIGHTLIGHT_FRONT); }else{ // braking if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 2, 120, 0, 0, 255, lightL, 1.2f, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CCoronas::RegisterCorona((uintptr)this + 3, 120, 0, 0, 255, lightR, 1.2f, 50.0f*TheCamera.LODDistMultiplier, CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f); if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CBrightLights::RegisterOne(lightL, GetUp(), GetRight(), GetForward(), pHandling->RearLights + BRIGHTLIGHT_REAR); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CBrightLights::RegisterOne(lightR, GetUp(), GetRight(), GetForward(), pHandling->RearLights + BRIGHTLIGHT_REAR); } }else{ if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CCoronas::UpdateCoronaCoors((uintptr)this + 2, lightL, 50.0f*TheCamera.LODDistMultiplier, 0.0f); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CCoronas::UpdateCoronaCoors((uintptr)this + 3, lightR, 50.0f*TheCamera.LODDistMultiplier, 0.0f); } }else{ if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK) CCoronas::UpdateCoronaCoors((uintptr)this + 2, lightL, 50.0f*TheCamera.LODDistMultiplier, 0.0f); if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) CCoronas::UpdateCoronaCoors((uintptr)this + 3, lightR, 50.0f*TheCamera.LODDistMultiplier, 0.0f); } } // end of lights } if (IsRealHeli()) CShadows::StoreShadowForVehicle(this, VEH_SHD_TYPE_HELI); else if ( GetModelIndex() == MI_RCBARON) CShadows::StoreShadowForVehicle(this, VEH_SHD_TYPE_RCPLANE); else CShadows::StoreShadowForVehicle(this, VEH_SHD_TYPE_CAR); // DoSunGlare(); // Heli dust if(IsRealHeli() && m_aWheelSpeed[1] > 0.1125f && GetPosition().z < 30.0f){ bool foundGround = false; float waterZ = -1000.0f; float groundZ = CWorld::FindGroundZFor3DCoord(GetPosition().x, GetPosition().y, GetPosition().z, &foundGround); if(!CWaterLevel::GetWaterLevel(GetPosition(), &waterZ, false)) waterZ = 0.0f; groundZ = Max(groundZ, waterZ); float rnd = (m_aWheelSpeed[1]-0.1125f)*((int)Max(16.0f-4.0f*CTimer::GetTimeStep(),2.0f))*400.0f/43.0f; float radius = 10.0f; if(GetModelIndex() == MI_RCGOBLIN || GetModelIndex() == MI_RCRAIDER) radius = 3.0f; if(GetPosition().z - groundZ < radius) HeliDustGenerate(this, radius-(GetPosition().z - groundZ), groundZ, Ceil(rnd)); } CMatrix mat; CVector pos; bool onlyFrontWheels = false; if(IsRealHeli()){ // top rotor m_aWheelRotation[1] += m_aWheelSpeed[1]*CTimer::GetTimeStep(); if(m_aWheelRotation[1] > TWOPI) m_aWheelRotation[1] -= TWOPI; // rear rotor m_aWheelRotation[3] += m_aWheelSpeed[1]*CTimer::GetTimeStep(); if(m_aWheelRotation[3] > TWOPI) m_aWheelRotation[3] -= TWOPI; onlyFrontWheels = true; } CVector contactPoints[4]; // relative to model CVector contactSpeeds[4]; // speed at contact points CVector frontWheelFwd = Multiply3x3(GetMatrix(), CVector(-Sin(m_fSteerAngle), Cos(m_fSteerAngle), 0.0f)); CVector rearWheelFwd = GetForward(); for(i = 0; i < 4; i++){ if (m_aWheelTimer[i] > 0.0f && (!onlyFrontWheels || i == CARWHEEL_FRONT_LEFT || i == CARWHEEL_FRONT_RIGHT)) { contactPoints[i] = m_aWheelColPoints[i].point - GetPosition(); contactSpeeds[i] = GetSpeed(contactPoints[i]); if (i == CARWHEEL_FRONT_LEFT || i == CARWHEEL_FRONT_RIGHT) m_aWheelSpeed[i] = ProcessWheelRotation(m_aWheelState[i], frontWheelFwd, contactSpeeds[i], 0.5f*mi->m_wheelScale); else m_aWheelSpeed[i] = ProcessWheelRotation(m_aWheelState[i], rearWheelFwd, contactSpeeds[i], 0.5f*mi->m_wheelScale); m_aWheelRotation[i] += m_aWheelSpeed[i]; } } RwRGBA hoverParticleCol = { 255, 255, 255, 32 }; // Rear right wheel mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RB])); pos = mat.GetPosition(); pos.z = m_aWheelPosition[CARWHEEL_REAR_RIGHT]; if(Damage.GetWheelStatus(CARWHEEL_REAR_RIGHT) == WHEEL_STATUS_BURST) mat.SetRotate(m_aWheelRotation[CARWHEEL_REAR_RIGHT], 0.0f, 0.3f*Sin(m_aWheelRotation[CARWHEEL_REAR_RIGHT])); else mat.SetRotateX(m_aWheelRotation[CARWHEEL_REAR_RIGHT]); if(GetStatus() == STATUS_PLAYER){ if(bHoverCheat && m_aSuspensionSpringRatioPrev[CARWHEEL_REAR_RIGHT] < 1.0f && m_aWheelColPoints[CARWHEEL_REAR_RIGHT].surfaceB == SURFACE_WATER){ // hovering on water mat.RotateY(-HALFPI); if((CTimer::GetFrameCounter()+CARWHEEL_REAR_RIGHT) & 1){ CParticle::AddParticle(PARTICLE_STEAM_NY_SLOWMOTION, m_aWheelColPoints[CARWHEEL_REAR_RIGHT].point, 0.5f*m_vecMoveSpeed+0.1f*GetRight(), nil, 0.4f, hoverParticleCol); }else{ CParticle::AddParticle(PARTICLE_CAR_SPLASH, m_aWheelColPoints[CARWHEEL_REAR_RIGHT].point, 0.3f*m_vecMoveSpeed+0.15f*GetRight()+CVector(0.0f, 0.0f, 0.1f), nil, 0.15f, hoverParticleCol, CGeneral::GetRandomNumberInRange(0.0f, 90.0f), CGeneral::GetRandomNumberInRange(0.0f, 10.0f), 1); } #ifdef BETTER_ALLCARSAREDODO_CHEAT } else if (bAllDodosCheat && m_nDriveWheelsOnGround == 0 && m_nDriveWheelsOnGroundPrev == 0) { mat.RotateY(-HALFPI); #endif }else{ // tilt wheel depending oh how much it presses on ground float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale; if(GetModelIndex() == MI_VOODOO) groundOffset *= 0.6f; mat.RotateY(Asin(Clamp(-groundOffset, -1.0f, 1.0f))); } } if(pHandling->Flags & HANDLING_FAT_REARW) mat.Scale(1.15f*mi->m_wheelScale, mi->m_wheelScale, mi->m_wheelScale); else mat.Scale(mi->m_wheelScale); mat.Translate(pos); mat.UpdateRW(); // Rear left wheel mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LB])); pos = mat.GetPosition(); pos.z = m_aWheelPosition[CARWHEEL_REAR_LEFT]; if(Damage.GetWheelStatus(CARWHEEL_REAR_LEFT) == WHEEL_STATUS_BURST) mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI+0.3f*Sin(m_aWheelRotation[CARWHEEL_REAR_LEFT])); else mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI); if(GetStatus() == STATUS_PLAYER){ if(bHoverCheat && m_aSuspensionSpringRatioPrev[CARWHEEL_REAR_LEFT] < 1.0f && m_aWheelColPoints[CARWHEEL_REAR_LEFT].surfaceB == SURFACE_WATER){ // hovering on water mat.RotateY(HALFPI); if((CTimer::GetFrameCounter()+CARWHEEL_REAR_LEFT) & 1){ CParticle::AddParticle(PARTICLE_STEAM_NY_SLOWMOTION, m_aWheelColPoints[CARWHEEL_REAR_LEFT].point, 0.5f*m_vecMoveSpeed-0.1f*GetRight(), nil, 0.4f, hoverParticleCol); }else{ CParticle::AddParticle(PARTICLE_CAR_SPLASH, m_aWheelColPoints[CARWHEEL_REAR_LEFT].point, 0.3f*m_vecMoveSpeed-0.15f*GetRight()+CVector(0.0f, 0.0f, 0.1f), nil, 0.15f, hoverParticleCol, CGeneral::GetRandomNumberInRange(0.0f, 90.0f), CGeneral::GetRandomNumberInRange(0.0f, 10.0f), 1); } #ifdef BETTER_ALLCARSAREDODO_CHEAT } else if (bAllDodosCheat && m_nDriveWheelsOnGround == 0 && m_nDriveWheelsOnGroundPrev == 0) { mat.RotateY(HALFPI); #endif }else{ // tilt wheel depending oh how much it presses on ground float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale; if(GetModelIndex() == MI_VOODOO) groundOffset *= 0.6f; mat.RotateY(Asin(Clamp(groundOffset, -1.0f, 1.0f))); } } if(pHandling->Flags & HANDLING_FAT_REARW) mat.Scale(1.15f*mi->m_wheelScale, mi->m_wheelScale, mi->m_wheelScale); else mat.Scale(mi->m_wheelScale); mat.Translate(pos); mat.UpdateRW(); // Mid right wheel if(m_aCarNodes[CAR_WHEEL_RM]){ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RM])); pos = mat.GetPosition(); pos.z = m_aWheelPosition[CARWHEEL_REAR_RIGHT]; if(Damage.GetWheelStatus(CARWHEEL_REAR_RIGHT) == WHEEL_STATUS_BURST) mat.SetRotate(m_aWheelRotation[CARWHEEL_REAR_RIGHT], 0.0f, 0.3f*Sin(m_aWheelRotation[CARWHEEL_REAR_RIGHT])); else mat.SetRotateX(m_aWheelRotation[CARWHEEL_REAR_RIGHT]); if(GetStatus() == STATUS_PLAYER){ if(bHoverCheat && m_aSuspensionSpringRatioPrev[CARWHEEL_REAR_RIGHT] < 1.0f && m_aWheelColPoints[CARWHEEL_REAR_RIGHT].surfaceB == SURFACE_WATER){ // hovering on water mat.RotateY(-HALFPI); #ifdef BETTER_ALLCARSAREDODO_CHEAT } else if (bAllDodosCheat && m_nDriveWheelsOnGround == 0 && m_nDriveWheelsOnGroundPrev == 0) { mat.RotateY(-HALFPI); #endif }else{ // tilt wheel depending oh how much it presses on ground float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale; if(GetModelIndex() == MI_VOODOO) groundOffset *= 0.6f; mat.RotateY(Asin(Clamp(-groundOffset, -1.0f, 1.0f))); } } if(pHandling->Flags & HANDLING_FAT_REARW) mat.Scale(1.15f*mi->m_wheelScale, mi->m_wheelScale, mi->m_wheelScale); else mat.Scale(mi->m_wheelScale); mat.Translate(pos); mat.UpdateRW(); } // Mid left wheel if(m_aCarNodes[CAR_WHEEL_LM]){ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LM])); pos = mat.GetPosition(); pos.z = m_aWheelPosition[CARWHEEL_REAR_LEFT]; if(Damage.GetWheelStatus(CARWHEEL_REAR_LEFT) == WHEEL_STATUS_BURST) mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI+0.3f*Sin(m_aWheelRotation[CARWHEEL_REAR_LEFT])); else mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI); if(GetStatus() == STATUS_PLAYER){ if(bHoverCheat && m_aSuspensionSpringRatioPrev[CARWHEEL_REAR_LEFT] < 1.0f && m_aWheelColPoints[CARWHEEL_REAR_LEFT].surfaceB == SURFACE_WATER){ // hovering on water mat.RotateY(HALFPI); #ifdef BETTER_ALLCARSAREDODO_CHEAT } else if (bAllDodosCheat && m_nDriveWheelsOnGround == 0 && m_nDriveWheelsOnGroundPrev == 0) { mat.RotateY(HALFPI); #endif }else{ // tilt wheel depending oh how much it presses on ground float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale; if(GetModelIndex() == MI_VOODOO) groundOffset *= 0.6f; mat.RotateY(Asin(Clamp(groundOffset, -1.0f, 1.0f))); } } if(pHandling->Flags & HANDLING_FAT_REARW) mat.Scale(1.15f*mi->m_wheelScale, mi->m_wheelScale, mi->m_wheelScale); else mat.Scale(mi->m_wheelScale); mat.Translate(pos); mat.UpdateRW(); } if(GetModelIndex() == MI_DODO){ // Front wheel mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); pos = mat.GetPosition(); pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT]; if(Damage.GetWheelStatus(CARWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST) mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle+0.3f*Sin(m_aWheelRotation[CARWHEEL_FRONT_RIGHT])); else mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle); mat.Scale(mi->m_wheelScale); mat.Translate(pos); mat.UpdateRW(); // Rotate propeller if(m_aCarNodes[CAR_WINDSCREEN]){ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WINDSCREEN])); pos = mat.GetPosition(); mat.SetRotateY(m_fPropellerRotation); mat.Translate(pos); mat.UpdateRW(); m_fPropellerRotation += m_fGasPedal != 0.0f ? TWOPI/13.0f : TWOPI/26.0f; if(m_fPropellerRotation > TWOPI) m_fPropellerRotation -= TWOPI; } // Rudder if(Damage.GetDoorStatus(DOOR_BOOT) != DOOR_STATUS_MISSING && m_aCarNodes[CAR_BOOT]){ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BOOT])); pos = mat.GetPosition(); mat.SetRotate(0.0f, 0.0f, -m_fSteerAngle); mat.Rotate(0.0f, Sin(m_fSteerAngle)*DEGTORAD(22.0f), 0.0f); mat.Translate(pos); mat.UpdateRW(); } ProcessSwingingDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT); ProcessSwingingDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT); }else if(GetModelIndex() == MI_RHINO){ // Front right wheel mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); pos = mat.GetPosition(); pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT]; // no damaged wheels or steering mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, 0.0f); mat.Scale(mi->m_wheelScale); mat.Translate(pos); mat.UpdateRW(); // Front left wheel mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF])); pos = mat.GetPosition(); pos.z = m_aWheelPosition[CARWHEEL_FRONT_LEFT]; // no damaged wheels or steering mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI); mat.Scale(mi->m_wheelScale); mat.Translate(pos); mat.UpdateRW(); }else if(IsRealHeli()){ // Top rotor if(m_aCarNodes[CAR_BONNET]){ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BONNET])); pos = mat.GetPosition(); mat.SetRotateZ(m_aWheelRotation[1]); mat.Translate(pos); mat.UpdateRW(); } // Blurred top rotor if(m_aCarNodes[CAR_WINDSCREEN]){ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WINDSCREEN])); pos = mat.GetPosition(); mat.SetRotateZ(-m_aWheelRotation[1]); mat.Translate(pos); mat.UpdateRW(); } // Rear rotor if(m_aCarNodes[CAR_BOOT]){ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BOOT])); pos = mat.GetPosition(); mat.SetRotateX(m_aWheelRotation[3]); mat.Translate(pos); mat.UpdateRW(); } // Blurred rear rotor if(m_aCarNodes[CAR_BUMP_REAR]){ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BUMP_REAR])); pos = mat.GetPosition(); mat.SetRotateX(-m_aWheelRotation[3]); mat.Translate(pos); mat.UpdateRW(); } }else{ // Front right wheel mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); pos = mat.GetPosition(); pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT]; if(Damage.GetWheelStatus(CARWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST) mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle+0.3f*Sin(m_aWheelRotation[CARWHEEL_FRONT_RIGHT])); else mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle); if(GetStatus() == STATUS_PLAYER){ if(bHoverCheat && m_aSuspensionSpringRatioPrev[CARWHEEL_FRONT_RIGHT] < 1.0f && m_aWheelColPoints[CARWHEEL_FRONT_RIGHT].surfaceB == SURFACE_WATER){ // hovering on water mat.RotateY(-HALFPI); if((CTimer::GetFrameCounter()+CARWHEEL_FRONT_RIGHT) & 1){ CParticle::AddParticle(PARTICLE_STEAM_NY_SLOWMOTION, m_aWheelColPoints[CARWHEEL_FRONT_RIGHT].point, 0.5f*m_vecMoveSpeed+0.1f*GetRight(), nil, 0.4f, hoverParticleCol); }else{ CParticle::AddParticle(PARTICLE_CAR_SPLASH, m_aWheelColPoints[CARWHEEL_FRONT_RIGHT].point, 0.3f*m_vecMoveSpeed+0.15f*GetRight()+CVector(0.0f, 0.0f, 0.1f), nil, 0.15f, hoverParticleCol, CGeneral::GetRandomNumberInRange(0.0f, 90.0f), CGeneral::GetRandomNumberInRange(0.0f, 10.0f), 1); } #ifdef BETTER_ALLCARSAREDODO_CHEAT } else if (bAllDodosCheat && m_nDriveWheelsOnGround == 0 && m_nDriveWheelsOnGroundPrev == 0) { mat.RotateY(-HALFPI); #endif }else{ // tilt wheel depending oh how much it presses on ground float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale; if(GetModelIndex() == MI_VOODOO) groundOffset *= 0.6f; mat.RotateY(Asin(Clamp(-groundOffset, -1.0f, 1.0f))); } } if(pHandling->Flags & HANDLING_NARROW_FRONTW) mat.Scale(0.7f*mi->m_wheelScale, mi->m_wheelScale, mi->m_wheelScale); else mat.Scale(mi->m_wheelScale); mat.Translate(pos); mat.UpdateRW(); // Front left wheel mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF])); pos = mat.GetPosition(); pos.z = m_aWheelPosition[CARWHEEL_FRONT_LEFT]; if(Damage.GetWheelStatus(CARWHEEL_FRONT_LEFT) == WHEEL_STATUS_BURST) mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI+m_fSteerAngle+0.3f*Sin(m_aWheelRotation[CARWHEEL_FRONT_LEFT])); else mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI+m_fSteerAngle); if(GetStatus() == STATUS_PLAYER){ if(bHoverCheat && m_aSuspensionSpringRatioPrev[CARWHEEL_FRONT_LEFT] < 1.0f && m_aWheelColPoints[CARWHEEL_FRONT_LEFT].surfaceB == SURFACE_WATER){ // hovering on water mat.RotateY(HALFPI); if((CTimer::GetFrameCounter()+CARWHEEL_FRONT_LEFT) & 1){ CParticle::AddParticle(PARTICLE_STEAM_NY_SLOWMOTION, m_aWheelColPoints[CARWHEEL_FRONT_LEFT].point, 0.5f*m_vecMoveSpeed-0.1f*GetRight(), nil, 0.4f, hoverParticleCol); }else{ CParticle::AddParticle(PARTICLE_CAR_SPLASH, m_aWheelColPoints[CARWHEEL_FRONT_LEFT].point, 0.3f*m_vecMoveSpeed-0.15f*GetRight()+CVector(0.0f, 0.0f, 0.1f), nil, 0.15f, hoverParticleCol, CGeneral::GetRandomNumberInRange(0.0f, 90.0f), CGeneral::GetRandomNumberInRange(0.0f, 10.0f), 1); } #ifdef BETTER_ALLCARSAREDODO_CHEAT } else if (bAllDodosCheat && m_nDriveWheelsOnGround == 0 && m_nDriveWheelsOnGroundPrev == 0) { mat.RotateY(HALFPI); #endif }else{ // tilt wheel depending oh how much it presses on ground float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale; if(GetModelIndex() == MI_VOODOO) groundOffset *= 0.6f; mat.RotateY(Asin(Clamp(groundOffset, -1.0f, 1.0f))); } } if(pHandling->Flags & HANDLING_NARROW_FRONTW) mat.Scale(0.7f*mi->m_wheelScale, mi->m_wheelScale, mi->m_wheelScale); else mat.Scale(mi->m_wheelScale); mat.Translate(pos); mat.UpdateRW(); ProcessSwingingDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT); ProcessSwingingDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT); ProcessSwingingDoor(CAR_DOOR_LR, DOOR_REAR_LEFT); ProcessSwingingDoor(CAR_DOOR_RR, DOOR_REAR_RIGHT); ProcessSwingingDoor(CAR_BONNET, DOOR_BONNET); ProcessSwingingDoor(CAR_BOOT, DOOR_BOOT); } if((GetModelIndex() == MI_PHEONIX || GetModelIndex() == MI_BFINJECT) && GetStatus() == STATUS_PLAYER && m_aCarNodes[CAR_WING_LR]){ float rotation = 0.0f; if(GetModelIndex() == MI_BFINJECT) if(m_fPropellerRotation > TWOPI) m_fPropellerRotation -= TWOPI; if(Abs(m_fGasPedal) > 0.0f){ if(GetModelIndex() == MI_BFINJECT){ m_fPropellerRotation += 0.2f*CTimer::GetTimeStep(); rotation = m_fPropellerRotation; }else{ if(m_fPropellerRotation < 1.3f){ m_fPropellerRotation = Min(m_fPropellerRotation+0.1f*CTimer::GetTimeStep(), 1.3f); rotation = m_fPropellerRotation; }else{ float wave = Sin((CTimer::GetTimeInMilliseconds()%10000)/70.0f); rotation = m_fPropellerRotation + 0.13*wave; } } }else{ if(GetModelIndex() == MI_BFINJECT){ m_fPropellerRotation += 0.1f*CTimer::GetTimeStep(); rotation = m_fPropellerRotation; }else{ if(m_fPropellerRotation > 0.0f){ m_fPropellerRotation = Max(m_fPropellerRotation-0.05f*CTimer::GetTimeStep(), 0.0f); rotation = m_fPropellerRotation; } } } mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WING_LR])); pos = mat.GetPosition(); if(GetModelIndex() == MI_BFINJECT) mat.SetRotateY(rotation); else mat.SetRotateX(rotation); mat.Translate(pos); mat.UpdateRW(); } } void CAutomobile::Render(void) { CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); mi->SetVehicleColour(m_currentColour1, m_currentColour2); if(IsRealHeli()){ RpAtomic *atomic = nil; int rotorAlpha = (1.5f - Min(1.7f*Max(m_aWheelSpeed[1],0.0f)/0.22f, 1.5f))*255.0f; rotorAlpha = Min(rotorAlpha, 255); int blurAlpha = Max(1.5f*m_aWheelSpeed[1]/0.22f - 0.4f, 0.0f)*150.0f; blurAlpha = Min(blurAlpha, 150); // Top rotor if(m_aCarNodes[CAR_BONNET]){ RwFrameForAllObjects(m_aCarNodes[CAR_BONNET], GetCurrentAtomicObjectCB, &atomic); if(atomic) SetComponentAtomicAlpha(atomic, rotorAlpha); } atomic = nil; // Rear rotor if(m_aCarNodes[CAR_BOOT]){ RwFrameForAllObjects(m_aCarNodes[CAR_BOOT], GetCurrentAtomicObjectCB, &atomic); if(atomic) SetComponentAtomicAlpha(atomic, rotorAlpha); } atomic = nil; // Blurred top rotor if(m_aCarNodes[CAR_WINDSCREEN]){ RwFrameForAllObjects(m_aCarNodes[CAR_WINDSCREEN], GetCurrentAtomicObjectCB, &atomic); if(atomic) SetComponentAtomicAlpha(atomic, blurAlpha); } atomic = nil; // Blurred rear rotor if(m_aCarNodes[CAR_BUMP_REAR]){ RwFrameForAllObjects(m_aCarNodes[CAR_BUMP_REAR], GetCurrentAtomicObjectCB, &atomic); if(atomic) SetComponentAtomicAlpha(atomic, blurAlpha); } } if(CVehicle::bWheelsOnlyCheat){ RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RB])); RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LB])); RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF])); RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LF])); if(m_aCarNodes[CAR_WHEEL_RM]) RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RM])); if(m_aCarNodes[CAR_WHEEL_LM]) RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LM])); }else CEntity::Render(); } //--LCS: done int32 CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints) { int i; CColModel *colModel; if(GetStatus() != STATUS_SIMPLE) bVehicleColProcessed = true; if(bUsingSpecialColModel) colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel; else colModel = GetColModel(); int numWheelCollisions = 0; float prevRatios[4] = { 0.0f, 0.0f, 0.0f, 0.0f}; for(i = 0; i < 4; i++) prevRatios[i] = m_aSuspensionSpringRatio[i]; if(m_bIsVehicleBeingShifted || bSkipLineCol || ent->IsPed() || GetModelIndex() == MI_DODO && ent->IsVehicle()) colModel->numLines = 0; int numCollisions = CCollision::ProcessColModels(GetMatrix(), *colModel, ent->GetMatrix(), *ent->GetColModel(), colpoints, m_aWheelColPoints, m_aSuspensionSpringRatio); // m_aSuspensionSpringRatio are now set to the point where the tyre touches ground. // In ProcessControl these will be re-normalized to ignore the tyre radius. if(colModel->numLines){ for(i = 0; i < 4; i++) if(m_aSuspensionSpringRatio[i] < 1.0f && m_aSuspensionSpringRatio[i] < prevRatios[i]){ numWheelCollisions++; // wheel is touching a physical if(ent->IsVehicle() || ent->IsObject()){ CPhysical *phys = (CPhysical*)ent; m_aGroundPhysical[i] = phys; phys->RegisterReference((CEntity**)&m_aGroundPhysical[i]); m_aGroundOffset[i] = m_aWheelColPoints[i].point - phys->GetPosition(); } m_nSurfaceTouched = m_aWheelColPoints[i].surfaceB; if(ent->IsBuilding()) m_pCurGroundEntity = ent; } }else colModel->numLines = 4; if(numCollisions > 0 || numWheelCollisions > 0){ AddCollisionRecord(ent); if(!ent->IsBuilding()) ((CPhysical*)ent)->AddCollisionRecord(this); if(numCollisions > 0) if(ent->IsBuilding() || ent->IsObject() && ((CPhysical*)ent)->bInfiniteMass) bHasHitWall = true; } return numCollisions; } static int16 nLastControlInput; static float fMouseCentreRange = 0.35f; static float fMouseSteerSens = -0.0035f; static float fMouseCentreMult = 0.975f; //--LCS: done except TODO void CAutomobile::ProcessControlInputs(uint8 pad) { if(this == FindPlayerVehicle() && CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle) return; float speed = DotProduct(m_vecMoveSpeed, GetForward()); if(!CPad::GetPad(pad)->GetExitVehicle() || pDriver && pDriver->m_pVehicleAnim && (pDriver->m_pVehicleAnim->animId == ANIM_STD_ROLLOUT_LHS || pDriver->m_pVehicleAnim->animId == ANIM_STD_ROLLOUT_RHS)) bIsHandbrakeOn = !!CPad::GetPad(pad)->GetHandBrake(); else bIsHandbrakeOn = true; // Steer left/right #if 0 // LCS: removed, need mouse for free cam if(CCamera::m_bUseMouse3rdPerson && !CVehicle::m_bDisableMouseSteering){ if(CPad::GetPad(pad)->GetMouseX() != 0.0f){ m_fSteerInput += fMouseSteerSens*CPad::GetPad(pad)->GetMouseX(); nLastControlInput = 2; if(Abs(m_fSteerInput) < fMouseCentreRange) m_fSteerInput *= Pow(fMouseCentreMult, CTimer::GetTimeStep()); }else if(CPad::GetPad(pad)->GetSteeringLeftRight() || nLastControlInput != 2){ // mouse hasn't move, steer with pad like below m_fSteerInput += (-CPad::GetPad(pad)->GetSteeringLeftRight()/128.0f - m_fSteerInput)* 0.2f*CTimer::GetTimeStep(); nLastControlInput = 0; } }else #endif { m_fSteerInput += (-CPad::GetPad(pad)->GetSteeringLeftRight()/128.0f - m_fSteerInput)* 0.2f*CTimer::GetTimeStep(); nLastControlInput = 0; } m_fSteerInput = Clamp(m_fSteerInput, -1.0f, 1.0f); // Accelerate/Brake float acceleration = (CPad::GetPad(pad)->GetAccelerate() - CPad::GetPad(pad)->GetBrake())/255.0f; if(GetModelIndex() == MI_DODO && acceleration < 0.0f) acceleration *= 0.3f; if(Abs(speed) < 0.01f){ // standing still, go into direction we want if(CPad::GetPad(pad)->GetAccelerate() > 150.0f && CPad::GetPad(pad)->GetBrake() > 150.0f){ m_fGasPedal = CPad::GetPad(pad)->GetAccelerate()/255.0f; m_fBrakePedal = CPad::GetPad(pad)->GetBrake()/255.0f; m_doingBurnout = 1; }else{ m_fGasPedal = acceleration; m_fBrakePedal = 0.0f; } }else{ #if 1 // simpler than the code below if(speed * acceleration < 0.0f){ // if opposite directions, have to brake first m_fGasPedal = 0.0f; m_fBrakePedal = Abs(acceleration); }else{ // accelerating in same direction we were already going m_fGasPedal = acceleration; m_fBrakePedal = 0.0f; } #else if(speed < 0.0f){ // moving backwards currently if(acceleration < 0.0f){ // still go backwards m_fGasPedal = acceleration; m_fBrakePedal = 0.0f; }else{ // want to go forwards, so brake m_fGasPedal = 0.0f; m_fBrakePedal = acceleration; } }else{ // moving forwards currently if(acceleration < 0.0f){ // want to go backwards, so brake m_fGasPedal = 0.0f; m_fBrakePedal = -acceleration; }else{ // still go forwards m_fGasPedal = acceleration; m_fBrakePedal = 0.0f; } } #endif } // Actually turn wheels static float fValue; // why static? if(m_fSteerInput < 0.0f) fValue = -sq(m_fSteerInput); else fValue = sq(m_fSteerInput); m_fSteerAngle = DEGTORAD(pHandling->fSteeringLock) * fValue; if(bComedyControls){ int rnd = CGeneral::GetRandomNumber() % 10; switch(m_comedyControlState){ case 0: if(rnd < 2) m_comedyControlState = 1; else if(rnd < 4) m_comedyControlState = 2; break; case 1: m_fSteerAngle += 0.05f; if(rnd < 2) m_comedyControlState = 0; break; case 2: m_fSteerAngle -= 0.05f; if(rnd < 2) m_comedyControlState = 0; break; } }else m_comedyControlState = 0; // Brake if player isn't in control // BUG: game always uses pad 0 here // TODO(LCS): more conditions here #ifdef FIX_BUGS if(CPad::GetPad(pad)->ArePlayerControlsDisabled()){ #else if(CPad::GetPad(0)->ArePlayerControlsDisabled()){ #endif m_fBrakePedal = 1.0f; bIsHandbrakeOn = true; m_fGasPedal = 0.0f; FindPlayerPed()->KeepAreaAroundPlayerClear(); // slow down car immediately speed = m_vecMoveSpeed.Magnitude(); if(speed > 0.28f) m_vecMoveSpeed *= 0.28f/speed; } } void CAutomobile::FireTruckControl(void) { if(this == FindPlayerVehicle()){ if(!CPad::GetPad(0)->GetCarGunFired()) return; #ifdef FREE_CAM if (!CCamera::bFreeCam) #endif { m_fCarGunLR += CPad::GetPad(0)->GetCarGunLeftRight() * 0.00025f * CTimer::GetTimeStep(); m_fCarGunUD += CPad::GetPad(0)->GetCarGunUpDown() * 0.0001f * CTimer::GetTimeStep(); } m_fCarGunUD = Clamp(m_fCarGunUD, 0.05f, 0.3f); CVector cannonPos(0.0f, 1.5f, 1.9f); cannonPos = GetMatrix() * cannonPos; CVector cannonDir( Sin(m_fCarGunLR) * Cos(m_fCarGunUD), Cos(m_fCarGunLR) * Cos(m_fCarGunUD), Sin(m_fCarGunUD)); cannonDir = Multiply3x3(GetMatrix(), cannonDir); cannonDir.z += (CGeneral::GetRandomNumber()&0xF)/1000.0f; CWaterCannons::UpdateOne((uintptr)this, &cannonPos, &cannonDir); }else if(GetStatus() == STATUS_PHYSICS){ CFire *fire = gFireManager.FindFurthestFire_NeverMindFireMen(GetPosition(), 10.0f, 35.0f); if(fire == nil) return; // Target cannon onto fire float targetAngle = CGeneral::GetATanOfXY(fire->m_vecPos.x-GetPosition().x, fire->m_vecPos.y-GetPosition().y); float fwdAngle = CGeneral::GetATanOfXY(GetForward().x, GetForward().y); float targetCannonAngle = fwdAngle - targetAngle; float angleDelta = CTimer::GetTimeStep()*0.01f; float cannonDelta = targetCannonAngle - m_fCarGunLR; while(cannonDelta < PI) cannonDelta += TWOPI; while(cannonDelta > PI) cannonDelta -= TWOPI; if(Abs(cannonDelta) < angleDelta) m_fCarGunLR = targetCannonAngle; else if(cannonDelta > 0.0f) m_fCarGunLR += angleDelta; else m_fCarGunLR -= angleDelta; // Go up and down a bit float upDown = Sin((float)(CTimer::GetTimeInMilliseconds() & 0xFFF)/0x1000 * TWOPI); m_fCarGunUD = 0.2f + 0.2f*upDown; // Spray water every once in a while if((CTimer::GetTimeInMilliseconds()>>10) & 3){ CVector cannonPos(0.0f, 0.0f, 2.2f); // different position than player's firetruck! cannonPos = GetMatrix() * cannonPos; CVector cannonDir( Sin(m_fCarGunLR) * Cos(m_fCarGunUD), Cos(m_fCarGunLR) * Cos(m_fCarGunUD), Sin(m_fCarGunUD)); cannonDir = Multiply3x3(GetMatrix(), cannonDir); cannonDir.z += (CGeneral::GetRandomNumber()&0xF)/1000.0f; CWaterCannons::UpdateOne((uintptr)this, &cannonPos, &cannonDir); } } } void CAutomobile::TankControl(void) { int i; // These coords are 1 unit higher then they should be relative to model center CVector turrentBase(0.0f, -1.394f, 2.296f); CVector gunEnd(0.0f, 1.813f, 2.979f); CVector baseToEnd = gunEnd - turrentBase; if(this != FindPlayerVehicle()) return; if(CWorld::Players[CWorld::PlayerInFocus].m_WBState != WBSTATE_PLAYING) return; // Rotate turret float prevAngle = m_fCarGunLR; #ifdef FREE_CAM if(!CCamera::bFreeCam) #endif m_fCarGunLR -= CPad::GetPad(0)->GetCarGunLeftRight() * 0.00015f * CTimer::GetTimeStep(); if(m_fCarGunLR < 0.0f) m_fCarGunLR += TWOPI; if(m_fCarGunLR > TWOPI) m_fCarGunLR -= TWOPI; if(m_fCarGunLR != prevAngle) DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_TANK_TURRET_ROTATE, Abs(m_fCarGunLR - prevAngle)); // Shoot if(CPad::GetPad(0)->CarGunJustDown() && CTimer::GetTimeInMilliseconds() > CWorld::Players[CWorld::PlayerInFocus].m_nTimeTankShotGun + 800){ CWorld::Players[CWorld::PlayerInFocus].m_nTimeTankShotGun = CTimer::GetTimeInMilliseconds(); // more like -sin(angle), cos(angle), i.e. rotated (0,1,0) CVector turretDir = CVector(Sin(-m_fCarGunLR), Cos(-m_fCarGunLR), 0.0f); turretDir = Multiply3x3(GetMatrix(), turretDir); float c = Cos(m_fCarGunLR); float s = Sin(m_fCarGunLR); CVector rotatedEnd( c*baseToEnd.x - s*baseToEnd.y, s*baseToEnd.x + c*baseToEnd.y, baseToEnd.z - 1.0f); // correct offset here rotatedEnd += turrentBase; CVector point1 = GetMatrix() * rotatedEnd; CVector point2 = point1 + 60.0f*turretDir; m_vecMoveSpeed -= 0.06f*turretDir; m_vecMoveSpeed.z += 0.05f; CWeapon::DoTankDoomAiming(FindPlayerVehicle(), FindPlayerPed(), &point1, &point2); CColPoint colpoint; CEntity *entity = nil; CWorld::ProcessLineOfSight(point1, point2, colpoint, entity, true, true, true, true, true, true, false); if(entity) point2 = colpoint.point - 0.04f*(colpoint.point - point1); CExplosion::AddExplosion(nil, FindPlayerPed(), EXPLOSION_TANK_GRENADE, point2, 0); // Add particles on the way to the explosion; float shotDist = (point2 - point1).Magnitude(); int n = shotDist/4.0f; RwRGBA black = { 0, 0, 0, 0 }; for(i = 0; i < n; i++){ float f = (float)i/n; CParticle::AddParticle(PARTICLE_HELI_DUST, point1 + f*(point2 - point1), CVector(0.0f, 0.0f, 0.0f), nil, 0.1f, black); } // More particles CVector shotDir = point2 - point1; shotDir.Normalise(); for(i = 0; i < 15; i++){ float f = i/15.0f; CParticle::AddParticle(PARTICLE_GUNSMOKE2, point1, shotDir*CGeneral::GetRandomNumberInRange(0.3f, 1.0f)*f, nil, CGeneral::GetRandomNumberInRange(0.5f, 1.5f)*f, black); } // And some gun flashes near the gun CVector flashPos = point1; CVector nullDir(0.0f, 0.0f, 0.0f); int lifeSpan = 250; if(m_vecMoveSpeed.Magnitude() > 0.08f){ lifeSpan = 125; flashPos.x += 5.0f*m_vecMoveSpeed.x; flashPos.y += 5.0f*m_vecMoveSpeed.y; } CParticle::AddParticle(PARTICLE_GUNFLASH, flashPos, nullDir, nil, 0.4f, black, 0, 0, 0, lifeSpan); flashPos += 0.3f*shotDir; CParticle::AddParticle(PARTICLE_GUNFLASH, flashPos, nullDir, nil, 0.2f, black, 0, 0, 0, lifeSpan); flashPos += 0.1f*shotDir; CParticle::AddParticle(PARTICLE_GUNFLASH, flashPos, nullDir, nil, 0.15f, black, 0, 0, 0, lifeSpan); } } #define HYDRAULIC_UPPER_EXT (-0.16f) #define HYDRAULIC_LOWER_EXT (0.16f) void CAutomobile::HydraulicControl(void) { int i; float wheelPositions[4]; CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); CColModel *normalColModel = mi->GetColModel(); float wheelRadius = 0.5f*mi->m_wheelScale; CPlayerInfo *playerInfo = &CWorld::Players[CWorld::PlayerInFocus]; CColModel *specialColModel = &playerInfo->m_ColModel; if(GetStatus() != STATUS_PLAYER){ // reset hydraulics for non-player cars if(!bUsingSpecialColModel) return; if(specialColModel != nil) // this is always true for(i = 0; i < 4; i++) wheelPositions[i] = specialColModel->lines[i].p0.z - m_aSuspensionSpringRatio[i]*m_aSuspensionLineLength[i]; for(i = 0; i < 4; i++){ m_aSuspensionSpringLength[i] = pHandling->fSuspensionUpperLimit - pHandling->fSuspensionLowerLimit; m_aSuspensionLineLength[i] = normalColModel->lines[i].p0.z - normalColModel->lines[i].p1.z; m_aSuspensionSpringRatio[i] = (normalColModel->lines[i].p0.z - wheelPositions[i]) / m_aSuspensionLineLength[i]; if(m_aSuspensionSpringRatio[i] > 1.0f) m_aSuspensionSpringRatio[i] = 1.0f; } if(m_hydraulicState == 0) DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_1, 0.0f); else if(m_hydraulicState >= 100) DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f); if(playerInfo->m_pVehicleEx == this) playerInfo->m_pVehicleEx = nil; bUsingSpecialColModel = false; m_hydraulicState = 0; return; } // Player car float normalUpperLimit = pHandling->fSuspensionUpperLimit; float normalLowerLimit = pHandling->fSuspensionLowerLimit; float normalSpringLength = normalUpperLimit - normalLowerLimit; float extendedUpperLimit = normalUpperLimit - 0.2f; float extendedLowerLimit = normalLowerLimit - 0.2f; float extendedSpringLength = extendedUpperLimit - extendedLowerLimit; if(!bUsingSpecialColModel){ // Init special col model if(playerInfo->m_pVehicleEx && playerInfo->m_pVehicleEx == this) playerInfo->m_pVehicleEx->bUsingSpecialColModel = false; playerInfo->m_pVehicleEx = this; playerInfo->m_ColModel = *normalColModel; bUsingSpecialColModel = true; specialColModel = &playerInfo->m_ColModel; if(m_fVelocityChangeForAudio > 0.1f) m_hydraulicState = 20; else{ m_hydraulicState = 0; normalUpperLimit += HYDRAULIC_UPPER_EXT; normalSpringLength = normalUpperLimit - (normalLowerLimit+HYDRAULIC_LOWER_EXT); DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f); } // Setup suspension float normalLineLength = normalSpringLength + wheelRadius; CVector pos; for(i = 0; i < 4; i++){ wheelPositions[i] = normalColModel->lines[i].p0.z - m_aSuspensionSpringRatio[i]*m_aSuspensionLineLength[i]; mi->GetWheelPosn(i, pos); pos.z += normalUpperLimit; specialColModel->lines[i].p0 = pos; pos.z -= normalLineLength; specialColModel->lines[i].p1 = pos; m_aSuspensionSpringLength[i] = normalSpringLength; m_aSuspensionLineLength[i] = normalLineLength; if(m_aSuspensionSpringRatio[i] < 1.0f){ m_aSuspensionSpringRatio[i] = (specialColModel->lines[i].p0.z - wheelPositions[i])/m_aSuspensionLineLength[i]; if(m_aSuspensionSpringRatio[i] > 1.0f) m_aSuspensionSpringRatio[i] = 1.0f; } } DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f); // Adjust col model mi->GetWheelPosn(0, pos); float minz = pos.z + extendedLowerLimit - wheelRadius; if(minz < specialColModel->boundingBox.min.z) specialColModel->boundingBox.min.z = minz; float radius = Max(specialColModel->boundingBox.min.Magnitude(), specialColModel->boundingBox.max.Magnitude()); if(specialColModel->boundingSphere.radius < radius) specialColModel->boundingSphere.radius = radius; return; } if(playerInfo->m_WBState != WBSTATE_PLAYING) return; bool setPrevRatio = false; if(m_hydraulicState < 20 && m_fVelocityChangeForAudio > 0.2f){ if(m_hydraulicState == 0){ m_hydraulicState = 20; DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_1, 0.0f); setPrevRatio = true; }else{ m_hydraulicState++; } }else if(m_hydraulicState != 0){ // must always be true if(m_hydraulicState < 21 && m_fVelocityChangeForAudio < 0.1f){ m_hydraulicState--; if(m_hydraulicState == 0) DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f); } } if(CPad::GetPad(0)->HornJustDown()){ // Switch between normal and extended if(m_hydraulicState < 100) m_hydraulicState = 100; else{ if(m_fVelocityChangeForAudio > 0.1f) m_hydraulicState = 20; else m_hydraulicState = 0; } if(m_hydraulicState < 100){ if(m_hydraulicState == 0){ normalUpperLimit += HYDRAULIC_UPPER_EXT; normalLowerLimit += HYDRAULIC_LOWER_EXT; normalSpringLength = normalUpperLimit - normalLowerLimit; } // Reset suspension to normal float normalLineLength = normalSpringLength + wheelRadius; CVector pos; for(i = 0; i < 4; i++){ wheelPositions[i] = specialColModel->lines[i].p0.z - m_aSuspensionSpringRatio[i]*m_aSuspensionLineLength[i]; mi->GetWheelPosn(i, pos); pos.z += normalUpperLimit; specialColModel->lines[i].p0 = pos; pos.z -= normalLineLength; specialColModel->lines[i].p1 = pos; m_aSuspensionSpringLength[i] = normalSpringLength; m_aSuspensionLineLength[i] = normalLineLength; if(m_aSuspensionSpringRatio[i] < 1.0f){ m_aSuspensionSpringRatio[i] = (specialColModel->lines[i].p0.z - wheelPositions[i])/m_aSuspensionLineLength[i]; if(m_aSuspensionSpringRatio[i] > 1.0f) m_aSuspensionSpringRatio[i] = 1.0f; } } DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f); }else{ // Reset suspension to extended float extendedLineLength = extendedSpringLength + wheelRadius; CVector pos; for(i = 0; i < 4; i++){ wheelPositions[i] = specialColModel->lines[i].p0.z - m_aSuspensionSpringRatio[i]*m_aSuspensionLineLength[i]; mi->GetWheelPosn(i, pos); pos.z += extendedUpperLimit; specialColModel->lines[i].p0 = pos; pos.z -= extendedLineLength; specialColModel->lines[i].p1 = pos; m_aSuspensionSpringLength[i] = extendedSpringLength; m_aSuspensionLineLength[i] = extendedLineLength; if(m_aSuspensionSpringRatio[i] < 1.0f){ m_aSuspensionSpringRatio[i] = (specialColModel->lines[i].p0.z - wheelPositions[i])/m_aSuspensionLineLength[i]; if(m_aSuspensionSpringRatio[i] > 1.0f) m_aSuspensionSpringRatio[i] = 1.0f; } setPrevRatio = true; } DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f); } }else{ float suspChange[4]; float maxDelta = 0.0f; float rear = CPad::GetPad(0)->GetCarGunUpDown()/128.0f; float front = -rear; float right = CPad::GetPad(0)->GetCarGunLeftRight()/128.0f; float left = -right; suspChange[CARWHEEL_FRONT_LEFT] = Max(front+left, 0.0f); suspChange[CARWHEEL_REAR_LEFT] = Max(rear+left, 0.0f); suspChange[CARWHEEL_FRONT_RIGHT] = Max(front+right, 0.0f); suspChange[CARWHEEL_REAR_RIGHT] = Max(rear+right, 0.0f); if(m_hydraulicState < 100){ // Lowered, move wheels up if(m_hydraulicState == 0){ normalUpperLimit += HYDRAULIC_UPPER_EXT; normalLowerLimit += HYDRAULIC_LOWER_EXT; normalSpringLength = normalUpperLimit - normalLowerLimit; } // Set suspension CVector pos; for(i = 0; i < 4; i++){ if(suspChange[i] > 1.0f) suspChange[i] = 1.0f; float upperLimit = suspChange[i]*(extendedUpperLimit-normalUpperLimit) + normalUpperLimit; float springLength = suspChange[i]*(extendedSpringLength-normalSpringLength) + normalSpringLength; float lineLength = springLength + wheelRadius; wheelPositions[i] = specialColModel->lines[i].p0.z - m_aSuspensionSpringRatio[i]*m_aSuspensionLineLength[i]; mi->GetWheelPosn(i, pos); pos.z += upperLimit; specialColModel->lines[i].p0 = pos; pos.z -= lineLength; if(Abs(pos.z - specialColModel->lines[i].p1.z) > Abs(maxDelta)) maxDelta = pos.z - specialColModel->lines[i].p1.z; specialColModel->lines[i].p1 = pos; m_aSuspensionSpringLength[i] = springLength; m_aSuspensionLineLength[i] = lineLength; if(m_aSuspensionSpringRatio[i] < 1.0f){ m_aSuspensionSpringRatio[i] = (specialColModel->lines[i].p0.z - wheelPositions[i])/m_aSuspensionLineLength[i]; if(m_aSuspensionSpringRatio[i] > 1.0f) m_aSuspensionSpringRatio[i] = 1.0f; } } }else{ if(m_hydraulicState < 104) m_hydraulicState++; if(m_fVelocityChangeForAudio < 0.1f){ normalUpperLimit += HYDRAULIC_UPPER_EXT; normalLowerLimit += HYDRAULIC_LOWER_EXT; normalSpringLength = normalUpperLimit - normalLowerLimit; } // Set suspension CVector pos; for(i = 0; i < 4; i++){ if(suspChange[i] > 1.0f) suspChange[i] = 1.0f; float upperLimit = suspChange[i]*(normalUpperLimit-extendedUpperLimit) + extendedUpperLimit; float springLength = suspChange[i]*(normalSpringLength-extendedSpringLength) + extendedSpringLength; float lineLength = springLength + wheelRadius; wheelPositions[i] = specialColModel->lines[i].p0.z - m_aSuspensionSpringRatio[i]*m_aSuspensionLineLength[i]; mi->GetWheelPosn(i, pos); pos.z += upperLimit; specialColModel->lines[i].p0 = pos; pos.z -= lineLength; if(Abs(pos.z - specialColModel->lines[i].p1.z) > Abs(maxDelta)) maxDelta = pos.z - specialColModel->lines[i].p1.z; specialColModel->lines[i].p1 = pos; m_aSuspensionSpringLength[i] = springLength; m_aSuspensionLineLength[i] = lineLength; if(m_aSuspensionSpringRatio[i] < 1.0f){ m_aSuspensionSpringRatio[i] = (specialColModel->lines[i].p0.z - wheelPositions[i])/m_aSuspensionLineLength[i]; if(m_aSuspensionSpringRatio[i] > 1.0f) m_aSuspensionSpringRatio[i] = 1.0f; } } } float limitDiff = extendedLowerLimit - normalLowerLimit; if(limitDiff != 0.0f && Abs(maxDelta/limitDiff) > 0.01f){ float f = (maxDelta + limitDiff)/2.0f/limitDiff; f = Clamp(f, 0.0f, 1.0f); DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_3, f); if(f < 0.4f || f > 0.6f) setPrevRatio = true; if(f < 0.25f) DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f); else if(f > 0.75f) DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_1, 0.0f); } } if(setPrevRatio) for(i = 0; i < 4; i++){ // wheel radius in relation to suspension line float wheelRadius = 1.0f - m_aSuspensionSpringLength[i]/m_aSuspensionLineLength[i]; m_aSuspensionSpringRatioPrev[i] = (m_aSuspensionSpringRatio[i]-wheelRadius)/(1.0f-wheelRadius); } } void CAutomobile::ProcessBuoyancy(void) { int i; CVector impulse, point; if(mod_Buoyancy.ProcessBuoyancy(this, m_fBuoyancy, &point, &impulse)){ float timeStep = Max(CTimer::GetTimeStep(), 0.01f); float impulseRatio = impulse.z / (GRAVITY * m_fMass * timeStep); float waterResistance = Pow(1.0f - 0.05f*impulseRatio, CTimer::GetTimeStep()); m_vecMoveSpeed *= waterResistance; m_vecTurnSpeed *= waterResistance; bool heliHitWaterHard = false; if(IsRealHeli() && m_aWheelSpeed[1] > 0.15f){ if(GetModelIndex() == MI_SEASPAR){ if(impulseRatio > 3.0f){ m_aWheelSpeed[1] = 0.0f; heliHitWaterHard = true; } }else{ float strength = 1.0f/Max(8.0f*impulseRatio, 1.0f); ApplyMoveForce(-2.0f*impulse/strength); ApplyTurnForce(-impulse/strength, point); if(impulseRatio > 0.9f){ m_aWheelSpeed[1] = 0.0f; heliHitWaterHard = true; }else return; } } bTouchingWater = true; ApplyMoveForce(impulse); ApplyTurnForce(impulse, point); CVector initialSpeed = m_vecMoveSpeed; if(m_modelIndex == MI_SEASPAR && impulseRatio < 3.0f && (GetUp().z > -0.5f || impulseRatio < 0.6f) || CVehicle::bHoverCheat && GetStatus() == STATUS_PLAYER && GetUp().z > 0.1f){ bIsInWater = false; bIsDrowning = false; }else if(heliHitWaterHard || impulseRatio > 1.0f || impulseRatio > 0.6f && (m_aSuspensionSpringRatio[0] == 1.0f || m_aSuspensionSpringRatio[1] == 1.0f || m_aSuspensionSpringRatio[2] == 1.0f || m_aSuspensionSpringRatio[3] == 1.0f)){ bIsInWater = true; bIsDrowning = true; if(m_vecMoveSpeed.z < -0.1f) m_vecMoveSpeed.z = -0.1f; if(pDriver){ pDriver->bIsInWater = true; if(pDriver->IsPlayer() || !bWaterTight) pDriver->InflictDamage(nil, WEAPONTYPE_DROWNING, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0); } for(i = 0; i < m_nNumMaxPassengers; i++) if(pPassengers[i]){ pPassengers[i]->bIsInWater = true; if(pPassengers[i]->IsPlayer() || !bWaterTight) pPassengers[i]->InflictDamage(nil, WEAPONTYPE_DROWNING, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0); } }else{ bIsInWater = false; bIsDrowning = false; } static uint32 nGenerateRaindrops = 0; static uint32 nGenerateWaterCircles = 0; if(initialSpeed.z < -0.1f && impulse.z > 0.3f || heliHitWaterHard){ RwRGBA color; color.red = (0.5f * CTimeCycle::GetDirectionalRed() + CTimeCycle::GetAmbientRed_Obj())*0.45f*255; color.green = (0.5f * CTimeCycle::GetDirectionalGreen() + CTimeCycle::GetAmbientGreen_Obj())*0.45f*255; color.blue = (0.5f * CTimeCycle::GetDirectionalBlue() + CTimeCycle::GetAmbientBlue_Obj())*0.45f*255; color.alpha = CGeneral::GetRandomNumberInRange(0, 32) + 128; CVector target = CVector(0.0f, 0.0f, CGeneral::GetRandomNumberInRange(0.15f, 0.45f)); CParticleObject::AddObject(POBJECT_CAR_WATER_SPLASH, GetPosition(), target, 0.0f, 75, color, true); nGenerateRaindrops = CTimer::GetTimeInMilliseconds() + 300; nGenerateWaterCircles = CTimer::GetTimeInMilliseconds() + 60; if(heliHitWaterHard){ CVector right = CrossProduct(GetForward(), CVector(0.0f, 0.0f, 1.0f)); CParticleObject::AddObject(POBJECT_CAR_WATER_SPLASH, GetPosition() + right, target, 0.0f, 75, color, true); CParticleObject::AddObject(POBJECT_CAR_WATER_SPLASH, GetPosition() - right, target, 0.0f, 75, color, true); } if(m_vecMoveSpeed.z < -0.2f) m_vecMoveSpeed.z = -0.2f; DMAudio.PlayOneShot(m_audioEntityId, SOUND_WATER_FALL, 0.0f); } if(nGenerateWaterCircles > 0 && nGenerateWaterCircles <= CTimer::GetTimeInMilliseconds()){ CVector pos = GetPosition(); float waterLevel = 0.0f; if(CWaterLevel::GetWaterLevel(pos.x, pos.y, pos.z, &waterLevel, false)) pos.z = waterLevel; static RwRGBA black; if(pos.z != 0.0f){ nGenerateWaterCircles = 0; pos.z += 1.0f; for(i = 0; i < 4; i++){ CVector p = pos; p.x += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f); p.y += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f); CParticle::AddParticle(PARTICLE_RAIN_SPLASH_BIGGROW, p, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, black, 0, 0, 0, 0); } } } if(nGenerateRaindrops > 0 && nGenerateRaindrops <= CTimer::GetTimeInMilliseconds()){ CVector pos = GetPosition(); float waterLevel = 0.0f; if(CWaterLevel::GetWaterLevel(pos.x, pos.y, pos.z, &waterLevel, false)) pos.z = waterLevel; static RwRGBA black; if(pos.z >= 0.0f){ nGenerateRaindrops = 0; pos.z += 0.5f; CParticleObject::AddObject(POBJECT_SPLASHES_AROUND, pos, CVector(0.0f, 0.0f, 0.0f), 6.5f, 2500, black, true); } } }else{ bIsInWater = false; bIsDrowning = false; bTouchingWater = false; static RwRGBA splashCol = {155, 155, 185, 196}; static RwRGBA smokeCol = {255, 255, 255, 255}; for(i = 0; i < 4; i++){ if(m_aSuspensionSpringRatio[i] < 1.0f && m_aWheelColPoints[i].surfaceB == SURFACE_WATER){ CVector pos = m_aWheelColPoints[i].point + 0.3f*GetUp() - GetPosition(); CVector vSpeed = GetSpeed(pos); vSpeed.z = 0.0f; float fSpeed = vSpeed.MagnitudeSqr(); if(fSpeed > sq(0.05f)){ fSpeed = Sqrt(fSpeed); float size = Min((fSpeed < 0.15f ? 0.25f : 0.75f)*fSpeed, 0.6f); CVector right = 0.2f*fSpeed*GetRight() + 0.2f*vSpeed; CParticle::AddParticle(PARTICLE_PED_SPLASH, pos + GetPosition(), -0.5f*right, nil, size, splashCol, CGeneral::GetRandomNumberInRange(0.0f, 10.0f), CGeneral::GetRandomNumberInRange(0.0f, 90.0f), 1, 0); CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, pos + GetPosition(), -0.6f*right, nil, size, smokeCol, 0, 0, 0, 0); if((CTimer::GetFrameCounter() & 0xF) == 0) DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_SPLASH, 2000.0f*fSpeed); } } } } } void CAutomobile::DoDriveByShootings(void) { CAnimBlendAssociation *anim = nil; CPlayerInfo* playerInfo = ((CPlayerPed*)pDriver)->GetPlayerInfoForThisPlayerPed(); if (playerInfo && !playerInfo->m_bDriveByAllowed) return; CWeapon *weapon = pDriver->GetWeapon(); if(CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->m_nWeaponSlot != WEAPONSLOT_SUBMACHINEGUN) return; weapon->Update(pDriver->m_audioEntityId, nil); bool lookingLeft = false; bool lookingRight = false; if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN || TheCamera.m_bObbeCinematicCarCamOn){ if(CPad::GetPad(0)->GetLookLeft()) lookingLeft = true; if(CPad::GetPad(0)->GetLookRight()) lookingRight = true; }else{ if(TheCamera.Cams[TheCamera.ActiveCam].LookingLeft) lookingLeft = true; if(TheCamera.Cams[TheCamera.ActiveCam].LookingRight) lookingRight = true; } AnimationId rightAnim = ANIM_STD_CAR_DRIVEBY_RIGHT; AnimationId leftAnim = ANIM_STD_CAR_DRIVEBY_LEFT; if (pDriver->m_pMyVehicle->bLowVehicle) { rightAnim = ANIM_STD_CAR_DRIVEBY_RIGHT_LO; leftAnim = ANIM_STD_CAR_DRIVEBY_LEFT_LO; } if(lookingLeft || lookingRight){ if(lookingLeft){ anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), rightAnim); if(anim) anim->blendDelta = -1000.0f; anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), leftAnim); if(anim == nil || anim->blendDelta < 0.0f) anim = CAnimManager::AddAnimation(pDriver->GetClump(), ASSOCGRP_STD, leftAnim); }else if(pDriver->m_pMyVehicle->pPassengers[0] == nil || TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON){ anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), leftAnim); if(anim) anim->blendDelta = -1000.0f; anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), rightAnim); if(anim == nil || anim->blendDelta < 0.0f) anim = CAnimManager::AddAnimation(pDriver->GetClump(), ASSOCGRP_STD, rightAnim); } if (!anim || !anim->IsRunning()) { if (CPad::GetPad(0)->GetCarGunFired() && CTimer::GetTimeInMilliseconds() > weapon->m_nTimer) { weapon->FireFromCar(this, lookingLeft, true); weapon->m_nTimer = CTimer::GetTimeInMilliseconds() + 70; } } }else{ weapon->Reload(); anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), leftAnim); if(anim) anim->blendDelta = -1000.0f; anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), rightAnim); if(anim) anim->blendDelta = -1000.0f; } // TODO: what is this? if(!lookingLeft && m_weaponDoorTimerLeft > 0.0f){ m_weaponDoorTimerLeft = Max(m_weaponDoorTimerLeft - CTimer::GetTimeStep()*0.1f, 0.0f); ProcessOpenDoor(CAR_DOOR_LF, ANIM_STD_NUM, m_weaponDoorTimerLeft); } if(!lookingRight && m_weaponDoorTimerRight > 0.0f){ m_weaponDoorTimerRight = Max(m_weaponDoorTimerRight - CTimer::GetTimeStep()*0.1f, 0.0f); ProcessOpenDoor(CAR_DOOR_RF, ANIM_STD_NUM, m_weaponDoorTimerRight); } } //--LCS: done void CAutomobile::DoHoverSuspensionRatios(void) { int i; if(GetUp().z < 0.1f) return; CColModel *colmodel = GetColModel(); for(i = 0; i < 4; i++){ float z, waterZ; CVector upper = GetMatrix() * colmodel->lines[i].p0; CVector lower = GetMatrix() * colmodel->lines[i].p1; if(m_aSuspensionSpringRatio[i] < 1.0f) z = m_aWheelColPoints[i].point.z; else z = -100.0f; // see if touching water if(CWaterLevel::GetWaterLevel(lower, &waterZ, false) && waterZ > z && lower.z-1.0f < waterZ){ // compress spring if(lower.z < waterZ){ if(upper.z < waterZ) m_aSuspensionSpringRatio[i] = 0.0f; else m_aSuspensionSpringRatio[i] = (upper.z - waterZ)/(upper.z - lower.z); }else m_aSuspensionSpringRatio[i] = 0.99999f; m_aWheelColPoints[i].point.x = (lower.x - upper.x)*m_aSuspensionSpringRatio[i] + upper.x; m_aWheelColPoints[i].point.y = (lower.y - upper.y)*m_aSuspensionSpringRatio[i] + upper.y; m_aWheelColPoints[i].point.z = waterZ; m_aWheelColPoints[i].normal = CVector(0.01f, 0.0f, 1.0f); m_aWheelColPoints[i].surfaceB = SURFACE_WATER; } } } int32 CAutomobile::RcbanditCheckHitWheels(void) { int x, xmin, xmax; int y, ymin, ymax; xmin = CWorld::GetSectorIndexX(GetPosition().x - 2.0f); if(xmin < 0) xmin = 0; xmax = CWorld::GetSectorIndexX(GetPosition().x + 2.0f); if(xmax > NUMSECTORS_X-1) xmax = NUMSECTORS_X-1; ymin = CWorld::GetSectorIndexY(GetPosition().y - 2.0f); if(ymin < 0) ymin = 0; ymax = CWorld::GetSectorIndexY(GetPosition().y + 2.0f); if(ymax > NUMSECTORS_Y-1) ymax = NUMSECTORS_X-1; CWorld::AdvanceCurrentScanCode(); for(y = ymin; y <= ymax; y++) for(x = xmin; x <= xmax; x++){ CSector *s = CWorld::GetSector(x, y); if(RcbanditCheck1CarWheels(s->m_lists[ENTITYLIST_VEHICLES]) || RcbanditCheck1CarWheels(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP])) return 1; } return 0; } int32 CAutomobile::RcbanditCheck1CarWheels(CPtrList &list) { static CMatrix matW2B; int i; CPtrNode *node; CAutomobile *car; CColModel *colModel = GetColModel(); CVehicleModelInfo *mi; for(node = list.first; node; node = node->next){ car = (CAutomobile*)node->item; if(this != car && car->IsCar() && car->GetModelIndex() != MI_RCBANDIT && car->m_scanCode != CWorld::GetCurrentScanCode()){ car->m_scanCode = CWorld::GetCurrentScanCode(); if(Abs(this->GetPosition().x - car->GetPosition().x) < 10.0f && Abs(this->GetPosition().y - car->GetPosition().y) < 10.0f){ mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(car->GetModelIndex()); for(i = 0; i < 4; i++){ if(car->m_aSuspensionSpringRatioPrev[i] < 1.0f || car->GetStatus() == STATUS_SIMPLE){ CVector wheelPos; CColSphere sph; mi->GetWheelPosn(i, wheelPos); matW2B = Invert(GetMatrix()); sph.center = matW2B * (car->GetMatrix() * wheelPos); sph.radius = mi->m_wheelScale*0.25f; if(CCollision::TestSphereBox(sph, colModel->boundingBox)) return 1; } } } } } return 0; } void CAutomobile::PlaceOnRoadProperly(void) { CColPoint point; CEntity *entity; CColModel *colModel = GetColModel(); float lenFwd, lenBack; float frontZ, rearZ; lenFwd = colModel->boundingBox.max.y; lenBack = -colModel->boundingBox.min.y; CVector front(GetPosition().x + GetForward().x*lenFwd, GetPosition().y + GetForward().y*lenFwd, GetPosition().z + 5.0f); if(CWorld::ProcessVerticalLine(front, GetPosition().z - 5.0f, point, entity, true, false, false, false, false, false, nil)){ frontZ = point.point.z; m_pCurGroundEntity = entity; }else{ frontZ = m_fMapObjectHeightAhead; } CVector rear(GetPosition().x - GetForward().x*lenBack, GetPosition().y - GetForward().y*lenBack, GetPosition().z + 5.0f); if(CWorld::ProcessVerticalLine(rear, GetPosition().z - 5.0f, point, entity, true, false, false, false, false, false, nil)){ rearZ = point.point.z; m_pCurGroundEntity = entity; }else{ rearZ = m_fMapObjectHeightBehind; } float len = lenFwd + lenBack; float angle = Atan((frontZ - rearZ)/len); float c = Cos(angle); float s = Sin(angle); GetMatrix().GetRight() = CVector((front.y - rear.y) / len, -(front.x - rear.x) / len, 0.0f); GetMatrix().GetForward() = CVector(-c * GetRight().y, c * GetRight().x, s); GetMatrix().GetUp() = CrossProduct(GetRight(), GetForward()); GetMatrix().GetPosition() = CVector((front.x + rear.x) / 2.0f, (front.y + rear.y) / 2.0f, (frontZ + rearZ) / 2.0f + GetHeightAboveRoad()); } void CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece) { int i; float damageMultiplier = 0.333f; if(impulse == 0.0f){ impulse = m_fDamageImpulse; damagedPiece = m_nDamagePieceType; damageMultiplier = 1.0f; } if(GetStatus() == STATUS_PLAYER && CStats::GetPercentageProgress() >= 100.0f) impulse *= 0.5f; CVector pos(0.0f, 0.0f, 0.0f); if(!bCanBeDamaged) return; if(m_pDamageEntity && m_pDamageEntity->IsPed() && ((CPed*)m_pDamageEntity)->bIsStanding){ float speed = ((CPed*)m_pDamageEntity)->m_vecAnimMoveDelta.y * DotProduct(GetForward(), m_vecDamageNormal); if(speed < 0.0f) impulse = Max(impulse + ((CPed*)m_pDamageEntity)->m_fMass * speed, 0.0f); } // damage flipped over car if(GetUp().z < 0.0f && this != FindPlayerVehicle()){ if(bNotDamagedUpsideDown || GetStatus() == STATUS_PLAYER_REMOTE || bIsInWater) return; if(GetStatus() != STATUS_WRECKED) m_fHealth = Max(m_fHealth - 4.0f*CTimer::GetTimeStep(), 0.0f); } float minImpulse = GetModelIndex() == MI_RCRAIDER || GetModelIndex() == MI_RCGOBLIN ? 1.0f : 25.0f; if(impulse > minImpulse && GetStatus() != STATUS_WRECKED){ if(bIsLawEnforcer && FindPlayerVehicle() && FindPlayerVehicle() == m_pDamageEntity && GetStatus() != STATUS_ABANDONED && FindPlayerVehicle()->m_vecMoveSpeed.Magnitude() >= m_vecMoveSpeed.Magnitude() && FindPlayerVehicle()->m_vecMoveSpeed.Magnitude() > 0.1f) FindPlayerPed()->SetWantedLevelNoDrop(1); if(GetStatus() == STATUS_PLAYER && impulse > 50.0f){ uint8 freq = Min(0.4f*impulse*2000.0f/m_fMass + 100.0f, 250.0f); CPad::GetPad(0)->StartShake(40000/freq, freq); } if(GetStatus() != STATUS_PLAYER && bOnlyDamagedByPlayer){ if(m_pDamageEntity != FindPlayerPed() && m_pDamageEntity != FindPlayerVehicle()) return; } if(m_pDamageEntity && m_pDamageEntity->IsVehicle()){ m_nLastWeaponDamage = WEAPONTYPE_RAMMEDBYCAR; m_pLastDamageEntity = m_pDamageEntity; } if(bCollisionProof) return; if(m_pDamageEntity){ if(m_pDamageEntity->IsBuilding() && DotProduct(m_vecDamageNormal, GetUp()) > 0.6f) return; } int oldLightStatus[4]; for(i = 0; i < 4; i++) oldLightStatus[i] = Damage.GetLightStatus((eLights)i); if(GetUp().z > 0.0f || m_vecMoveSpeed.MagnitudeSqr() > 0.1f){ float impulseMult = bMoreResistantToDamage ? 0.5f : 4.0f; switch(damagedPiece){ case CAR_PIECE_BUMP_FRONT: GetComponentWorldPosition(CAR_BUMP_FRONT, pos); dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier); if(Damage.ApplyDamage(COMPONENT_BUMPER_FRONT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)) SetBumperDamage(CAR_BUMP_FRONT, VEHBUMPER_FRONT); if(m_aCarNodes[CAR_BONNET] && Damage.GetPanelStatus(VEHBUMPER_FRONT) == PANEL_STATUS_MISSING){ case CAR_PIECE_BONNET: GetComponentWorldPosition(CAR_BONNET, pos); dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier); if(GetModelIndex() != MI_DODO) if(Damage.ApplyDamage(COMPONENT_DOOR_BONNET, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)) SetDoorDamage(CAR_BONNET, DOOR_BONNET); } break; case CAR_PIECE_BUMP_REAR: GetComponentWorldPosition(CAR_BUMP_REAR, pos); dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier); if(Damage.ApplyDamage(COMPONENT_BUMPER_REAR, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)) SetBumperDamage(CAR_BUMP_REAR, VEHBUMPER_REAR); if(m_aCarNodes[CAR_BOOT] && Damage.GetPanelStatus(VEHBUMPER_REAR) == PANEL_STATUS_MISSING){ case CAR_PIECE_BOOT: GetComponentWorldPosition(CAR_BOOT, pos); dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier); if(Damage.ApplyDamage(COMPONENT_DOOR_BOOT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)) SetDoorDamage(CAR_BOOT, DOOR_BOOT); } break; case CAR_PIECE_DOOR_LF: GetComponentWorldPosition(CAR_DOOR_LF, pos); dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier); if(Damage.ApplyDamage(COMPONENT_DOOR_FRONT_LEFT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)) SetDoorDamage(CAR_DOOR_LF, DOOR_FRONT_LEFT); break; case CAR_PIECE_DOOR_RF: GetComponentWorldPosition(CAR_DOOR_RF, pos); dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier); if(Damage.ApplyDamage(COMPONENT_DOOR_FRONT_RIGHT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)) SetDoorDamage(CAR_DOOR_RF, DOOR_FRONT_RIGHT); break; case CAR_PIECE_DOOR_LR: GetComponentWorldPosition(CAR_DOOR_LR, pos); dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier); if(Damage.ApplyDamage(COMPONENT_DOOR_REAR_LEFT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)) SetDoorDamage(CAR_DOOR_LR, DOOR_REAR_LEFT); break; case CAR_PIECE_DOOR_RR: GetComponentWorldPosition(CAR_DOOR_RR, pos); dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier); if(Damage.ApplyDamage(COMPONENT_DOOR_REAR_RIGHT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)) SetDoorDamage(CAR_DOOR_RR, DOOR_REAR_RIGHT); break; case CAR_PIECE_WING_LF: GetComponentWorldPosition(CAR_WING_LF, pos); dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier); if(Damage.ApplyDamage(COMPONENT_PANEL_FRONT_LEFT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)) SetPanelDamage(CAR_WING_LF, VEHPANEL_FRONT_LEFT); break; case CAR_PIECE_WING_RF: GetComponentWorldPosition(CAR_WING_RF, pos); dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier); if(Damage.ApplyDamage(COMPONENT_PANEL_FRONT_RIGHT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)) SetPanelDamage(CAR_WING_RF, VEHPANEL_FRONT_RIGHT); break; case CAR_PIECE_WING_LR: GetComponentWorldPosition(CAR_WING_LR, pos); dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier); if(Damage.ApplyDamage(COMPONENT_PANEL_REAR_LEFT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)) SetPanelDamage(CAR_WING_LR, VEHPANEL_REAR_LEFT); break; case CAR_PIECE_WING_RR: GetComponentWorldPosition(CAR_WING_RR, pos); dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier); if(Damage.ApplyDamage(COMPONENT_PANEL_REAR_RIGHT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)) SetPanelDamage(CAR_WING_RR, VEHPANEL_REAR_RIGHT); break; case CAR_PIECE_WHEEL_LF: case CAR_PIECE_WHEEL_LR: case CAR_PIECE_WHEEL_RF: case CAR_PIECE_WHEEL_RR: break; case CAR_PIECE_WINDSCREEN: if(Damage.ApplyDamage(COMPONENT_PANEL_WINDSCREEN, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){ uint8 oldStatus = Damage.GetPanelStatus(VEHPANEL_WINDSCREEN); SetPanelDamage(CAR_WINDSCREEN, VEHPANEL_WINDSCREEN); if(oldStatus != Damage.GetPanelStatus(VEHPANEL_WINDSCREEN)){ // DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_WINDSHIELD_CRACK, 0.0f); } } break; } } float damage = (impulse-minImpulse)*pHandling->fCollisionDamageMultiplier*0.6f*damageMultiplier; if(GetModelIndex() == MI_SECURICA && m_pDamageEntity && m_pDamageEntity->GetStatus() == STATUS_PLAYER) damage *= 7.0f; if(GetModelIndex() == MI_RCGOBLIN || GetModelIndex() == MI_RCRAIDER) damage *= 30.0f; if(damage > 0.0f){ if(damage > 5.0f && pDriver && m_pDamageEntity && m_pDamageEntity->IsVehicle() && (this != FindPlayerVehicle() || ((CVehicle*)m_pDamageEntity)->VehicleCreatedBy == MISSION_VEHICLE) && ((CVehicle*)m_pDamageEntity)->pDriver){ if(GetVehicleAppearance() == VEHICLE_APPEARANCE_CAR) pDriver->Say(SOUND_PED_CRASH_CAR); else pDriver->Say(SOUND_PED_CRASH_VEHICLE); } int oldHealth = m_fHealth; if(this == FindPlayerVehicle()) m_fHealth -= bTakeLessDamage ? damage/6.0f : damage/2.0f; else if(bTakeLessDamage) m_fHealth -= damage/12.0f; else if(m_pDamageEntity && m_pDamageEntity == FindPlayerVehicle()) m_fHealth -= damage/1.5f; else m_fHealth -= damage/4.0f; if(m_fHealth <= 0.0f && oldHealth > 0) m_fHealth = 1.0f; } // play sound if a light broke for(i = 0; i < 4; i++) if(oldLightStatus[i] != 1 && Damage.GetLightStatus((eLights)i) == 1){ DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_LIGHT_BREAK, i); // BUG? i? break; } } if(m_fHealth < 250.0f){ // Car is on fire if(Damage.GetEngineStatus() < ENGINE_STATUS_ON_FIRE){ // Set engine on fire and remember who did this Damage.SetEngineStatus(ENGINE_STATUS_ON_FIRE); m_fFireBlowUpTimer = 0.0f; m_pSetOnFireEntity = m_pDamageEntity; if(m_pSetOnFireEntity) m_pSetOnFireEntity->RegisterReference(&m_pSetOnFireEntity); } }else{ if(GetModelIndex() == MI_BFINJECT){ if(m_fHealth < 400.0f) Damage.SetEngineStatus(200); else if(m_fHealth < 600.0f) Damage.SetEngineStatus(100); } } } void CAutomobile::dmgDrawCarCollidingParticles(const CVector &pos, float amount) { int i, n; if(!GetIsOnScreen()) return; // FindPlayerSpeed() unused n = (int)amount/20; for(i = 0; i < ((n+4)&0x1F); i++) CParticle::AddParticle(PARTICLE_SPARK_SMALL, pos, CVector(CGeneral::GetRandomNumberInRange(-0.1f, 0.1f), CGeneral::GetRandomNumberInRange(-0.1f, 0.1f), 0.006f)); for(i = 0; i < n+2; i++) CParticle::AddParticle(PARTICLE_CARCOLLISION_DUST, CVector(CGeneral::GetRandomNumberInRange(-1.2f, 1.2f) + pos.x, CGeneral::GetRandomNumberInRange(-1.2f, 1.2f) + pos.y, pos.z), CVector(0.0f, 0.0f, 0.0f), nil, 0.5f); n = (int)amount/50 + 1; for(i = 0; i < n; i++) CParticle::AddParticle(PARTICLE_CAR_DEBRIS, pos, CVector(CGeneral::GetRandomNumberInRange(-0.25f, 0.25f), CGeneral::GetRandomNumberInRange(-0.25f, 0.25f), CGeneral::GetRandomNumberInRange(0.1f, 0.25f)), nil, CGeneral::GetRandomNumberInRange(0.02f, 0.08f), CVehicleModelInfo::mspInfo->ms_vehicleColourTable[m_currentColour1], CGeneral::GetRandomNumberInRange(-40.0f, 40.0f), 0, CGeneral::GetRandomNumberInRange(0.0f, 4.0f)); } void CAutomobile::AddDamagedVehicleParticles(void) { int i, n; if(this == FindPlayerVehicle() && TheCamera.GetLookingForwardFirstPerson()) return; if(this != FindPlayerVehicle() && (CTimer::GetFrameCounter() + m_randomSeed) & 1) return; if(m_fHealth >= 650.0f) return; CVector direction = 0.85f*m_vecMoveSpeed; CVector damagePos = ((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->m_positions[CAR_POS_HEADLIGHTS]; switch(Damage.GetDoorStatus(DOOR_BONNET)){ case DOOR_STATUS_OK: case DOOR_STATUS_SMASHED: // Bonnet is still there, smoke comes out at the edge damagePos += vecDAMAGE_ENGINE_POS_SMALL; break; case DOOR_STATUS_SWINGING: case DOOR_STATUS_MISSING: // Bonnet is gone, smoke comes out at the engine damagePos += vecDAMAGE_ENGINE_POS_BIG; break; } if(GetModelIndex() == MI_BFINJECT) damagePos = CVector(0.3f, -1.5f, -0.1f); else if(GetModelIndex() == MI_CADDY) damagePos = CVector(0.6f, -1.0f, -0.25f); else if(IsRealHeli()){ damagePos.x = 0.4f*GetColModel()->boundingBox.max.x; damagePos.y = 0.2f*GetColModel()->boundingBox.min.y; damagePos.z = 0.3f*GetColModel()->boundingBox.max.z; }else damagePos.z += 0.4f*(GetColModel()->boundingBox.max.z-damagePos.z) * DotProduct(GetForward(), m_vecMoveSpeed); damagePos = GetMatrix()*damagePos; damagePos.z += 0.15f; bool electric = pHandling->Transmission.nEngineType == 'E'; if(electric && m_fHealth < 320.0f && m_fHealth > 1.0f){ direction = 0.85f*m_vecMoveSpeed; direction += GetRight() * CGeneral::GetRandomNumberInRange(0.0f, 0.04f) * (1.0f - 2.0f*m_vecMoveSpeed.Magnitude()); direction.z += 0.001f; n = (CGeneral::GetRandomNumber() & 7) + 2; for(i = 0; i < n; i++) CParticle::AddParticle(PARTICLE_SPARK_SMALL, damagePos, direction); if(((CTimer::GetFrameCounter() + m_randomSeed) & 7) == 0) CParticle::AddParticle(PARTICLE_ENGINE_SMOKE2, damagePos, 0.8f*m_vecMoveSpeed, nil, 0.1f, 0, 0, 0, 1000); }else if(electric && m_fHealth < 460.0f){ direction = 0.85f*m_vecMoveSpeed; direction += GetRight() * CGeneral::GetRandomNumberInRange(0.0f, 0.04f) * (1.0f - 2.0f*m_vecMoveSpeed.Magnitude()); direction.z += 0.001f; n = (CGeneral::GetRandomNumber() & 3) + 2; for(i = 0; i < n; i++) CParticle::AddParticle(PARTICLE_SPARK_SMALL, damagePos, direction); if(((CTimer::GetFrameCounter() + m_randomSeed) & 0xF) == 0) CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, damagePos, 0.8f*m_vecMoveSpeed, nil, 0.1f, 0, 0, 0, 1000); }else if(m_fHealth < 250.0f){ // nothing }else if(m_fHealth < 320.0f){ CParticle::AddParticle(PARTICLE_ENGINE_SMOKE2, damagePos, 0.8f*direction); }else if(m_fHealth < 390.0f){ CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, 0.75f*direction); CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, damagePos, 0.85f*direction); }else if(m_fHealth < 460.0f){ int rnd = CTimer::GetFrameCounter() + m_randomSeed; if(rnd < 10 || rnd < 70 && rnd > 25 || rnd < 160 && rnd > 100 || rnd < 200 && rnd > 175 || rnd > 235) return; direction.z += 0.05f*Max(1.0f - 1.6f*m_vecMoveSpeed.Magnitude(), 0.0f); if(electric){ // BUG. we had that case already direction = 0.85f*m_vecMoveSpeed; direction += GetRight() * CGeneral::GetRandomNumberInRange(0.0f, 0.04f) * (1.0f - 2.0f*m_vecMoveSpeed.Magnitude()); direction.z += 0.001f; n = (CGeneral::GetRandomNumber() & 2) + 2; for(i = 0; i < n; i++) CParticle::AddParticle(PARTICLE_SPARK_SMALL, damagePos, direction); if(((CTimer::GetFrameCounter() + m_randomSeed) & 0xF) == 0) CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, damagePos, 0.8f*m_vecMoveSpeed, nil, 0.1f, 0, 0, 0, 1000); }else{ if(TheCamera.GetLookDirection() != LOOKING_FORWARD) CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, 0.75f*direction); else if(((CTimer::GetFrameCounter() + m_randomSeed) & 1) == 0) CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, 0.85f*m_vecMoveSpeed); } }else if(((CTimer::GetFrameCounter() + m_randomSeed) & 3) == 0 || ((CTimer::GetFrameCounter() + m_randomSeed) & 3) == 2){ CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, 0.9f*direction); } } int32 CAutomobile::AddWheelDirtAndWater(CColPoint *colpoint, uint32 belowEffectSpeed) { int i; CVector dir; static RwRGBA grassCol = { 8, 24, 8, 255 }; static RwRGBA gravelCol = { 64, 64, 64, 255 }; static RwRGBA mudCol = { 64, 32, 16, 255 }; static RwRGBA sandCol = { 170, 165, 140, 255 }; static RwRGBA waterCol = { 48, 48, 64, 0 }; if(!belowEffectSpeed && colpoint->surfaceB != SURFACE_SAND && colpoint->surfaceB != SURFACE_SAND_BEACH) return 0; switch(colpoint->surfaceB){ case SURFACE_GRASS: dir.x = -0.05f*m_vecMoveSpeed.x; dir.y = -0.05f*m_vecMoveSpeed.y; for(i = 0; i < 4; i++){ dir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.06f); CParticle::AddParticle(PARTICLE_WHEEL_DIRT, colpoint->point, dir, nil, CGeneral::GetRandomNumberInRange(0.02f, 0.1f), grassCol); } return 0; case SURFACE_GRAVEL: dir.x = -0.05f*m_vecMoveSpeed.x; dir.y = -0.05f*m_vecMoveSpeed.y; for(i = 0; i < 4; i++){ dir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.06f); CParticle::AddParticle(PARTICLE_WHEEL_DIRT, colpoint->point, dir, nil, CGeneral::GetRandomNumberInRange(0.05f, 0.09f), gravelCol); } return 1; case SURFACE_MUD_DRY: dir.x = -0.05f*m_vecMoveSpeed.x; dir.y = -0.05f*m_vecMoveSpeed.y; for(i = 0; i < 4; i++){ dir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.06f); CParticle::AddParticle(PARTICLE_WHEEL_DIRT, colpoint->point, dir, nil, CGeneral::GetRandomNumberInRange(0.02f, 0.06f), mudCol); } return 0; case SURFACE_SAND: case SURFACE_SAND_BEACH: if(CTimer::GetFrameCounter() & 2 || CGeneral::GetRandomNumberInRange(CWeather::WetRoads, 1.01f) > 0.5f) return 0; dir.x = 0.5f*m_vecMoveSpeed.x; dir.y = 0.5f*m_vecMoveSpeed.y; for(i = 0; i < 1; i++){ dir.z = CGeneral::GetRandomNumberInRange(0.02f, 0.055f); CParticle::AddParticle(PARTICLE_SAND, colpoint->point, dir, nil, 2.0f*m_vecMoveSpeed.Magnitude(), sandCol); } return 0; default: if(CWeather::WetRoads > 0.01f){ if(CTimer::GetFrameCounter() & 1) CParticle::AddParticle( PARTICLE_WATERSPRAY, colpoint->point + CVector(0.0f, 0.0f, 0.25f+0.25f), CVector(0.0f, 0.0f, CGeneral::GetRandomNumberInRange(0.005f, 0.04f)), nil, CGeneral::GetRandomNumberInRange(0.1f, 0.5f), waterCol); return 0; } return 1; } } void CAutomobile::GetComponentWorldPosition(int32 component, CVector &pos) { if(m_aCarNodes[component] == nil){ printf("CarNode missing: %d %d\n", GetModelIndex(), component); return; } RwMatrix *ltm = RwFrameGetLTM(m_aCarNodes[component]); pos = *RwMatrixGetPos(ltm); } bool CAutomobile::IsComponentPresent(int32 comp) { return m_aCarNodes[comp] != nil; } void CAutomobile::SetComponentRotation(int32 component, CVector rotation) { CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component])); CVector pos = mat.GetPosition(); // BUG: all these set the whole matrix mat.SetRotateX(DEGTORAD(rotation.x)); mat.SetRotateY(DEGTORAD(rotation.y)); mat.SetRotateZ(DEGTORAD(rotation.z)); mat.Translate(pos); mat.UpdateRW(); } void CAutomobile::OpenDoor(int32 component, eDoors door, float openRatio) { CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component])); CVector pos = mat.GetPosition(); float axes[3] = { 0.0f, 0.0f, 0.0f }; float wasClosed = false; if(Doors[door].IsClosed()){ // enable angle cull for closed doors RwFrameForAllObjects(m_aCarNodes[component], CVehicleModelInfo::ClearAtomicFlagCB, (void*)ATOMIC_FLAG_NOCULL); wasClosed = true; } Doors[door].Open(openRatio); if(wasClosed && Doors[door].RetAngleWhenClosed() != Doors[door].m_fAngle){ // door opened HideAllComps(); // turn off angle cull for swinging door RwFrameForAllObjects(m_aCarNodes[component], CVehicleModelInfo::SetAtomicFlagCB, (void*)ATOMIC_FLAG_NOCULL); DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_DOOR_OPEN_BONNET + door, 0.0f); } if(!wasClosed && openRatio == 0.0f){ // door closed if(Damage.GetDoorStatus(door) == DOOR_STATUS_SWINGING) Damage.SetDoorStatus(door, DOOR_STATUS_OK); // huh? ShowAllComps(); DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_DOOR_CLOSE_BONNET + door, 0.0f); } axes[Doors[door].m_nAxis] = Doors[door].m_fAngle; mat.SetRotate(axes[0], axes[1], axes[2]); mat.Translate(pos); mat.UpdateRW(); } inline void ProcessDoorOpenAnimation(CAutomobile *car, uint32 component, eDoors door, float time, float start, float end) { if(time > start && time < end){ float ratio = (time - start)/(end - start); if(car->Doors[door].GetAngleOpenRatio() < ratio) car->OpenDoor(component, door, ratio); }else if(time > end){ car->OpenDoor(component, door, 1.0f); } } inline void ProcessDoorCloseAnimation(CAutomobile *car, uint32 component, eDoors door, float time, float start, float end) { if(time > start && time < end){ float ratio = 1.0f - (time - start)/(end - start); if(car->Doors[door].GetAngleOpenRatio() > ratio) car->OpenDoor(component, door, ratio); }else if(time > end){ car->OpenDoor(component, door, 0.0f); } } inline void ProcessDoorOpenCloseAnimation(CAutomobile *car, uint32 component, eDoors door, float time, float start, float mid, float end) { if(time > start && time < mid){ // open float ratio = (time - start)/(mid - start); if(car->Doors[door].GetAngleOpenRatio() < ratio) car->OpenDoor(component, door, ratio); }else if(time > mid && time < end){ // close float ratio = 1.0f - (time - mid)/(end - mid); if(car->Doors[door].GetAngleOpenRatio() > ratio) car->OpenDoor(component, door, ratio); }else if(time > end){ car->OpenDoor(component, door, 0.0f); } } void CAutomobile::ProcessOpenDoor(uint32 component, uint32 anim, float time) { eDoors door; switch(component){ case CAR_DOOR_RF: door = DOOR_FRONT_RIGHT; break; case CAR_DOOR_RR: door = DOOR_REAR_RIGHT; break; case CAR_DOOR_LF: door = DOOR_FRONT_LEFT; break; case CAR_DOOR_LR: door = DOOR_REAR_LEFT; break; default: assert(0); } if(IsDoorMissing(door)) return; switch(anim){ case ANIM_STD_QUICKJACK: case ANIM_STD_CAR_OPEN_DOOR_LHS: case ANIM_STD_CAR_OPEN_DOOR_RHS: ProcessDoorOpenAnimation(this, component, door, time, 0.41f, 0.89f); break; case ANIM_STD_CAR_CLOSE_DOOR_LHS: case ANIM_STD_CAR_CLOSE_DOOR_LO_LHS: case ANIM_STD_CAR_CLOSE_DOOR_RHS: case ANIM_STD_CAR_CLOSE_DOOR_LO_RHS: ProcessDoorCloseAnimation(this, component, door, time, 0.2f, 0.45f); break; case ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS: case ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LO_LHS: ProcessDoorOpenCloseAnimation(this, component, door, time, 0.1f, 0.6f, 0.95f); break; case ANIM_STD_GETOUT_LHS: case ANIM_STD_GETOUT_LO_LHS: case ANIM_STD_GETOUT_RHS: case ANIM_STD_GETOUT_LO_RHS: ProcessDoorOpenAnimation(this, component, door, time, 0.06f, 0.43f); break; case ANIM_STD_CAR_CLOSE_LHS: case ANIM_STD_CAR_CLOSE_RHS: ProcessDoorCloseAnimation(this, component, door, time, 0.1f, 0.23f); break; case ANIM_STD_CAR_PULL_OUT_PED_RHS: case ANIM_STD_CAR_PULL_OUT_PED_LO_RHS: OpenDoor(component, door, 1.0f); break; case ANIM_STD_COACH_OPEN_LHS: case ANIM_STD_COACH_OPEN_RHS: ProcessDoorOpenAnimation(this, component, door, time, 0.66f, 0.8f); break; case ANIM_STD_COACH_GET_OUT_LHS: ProcessDoorOpenAnimation(this, component, door, time, 0.0f, 0.3f); break; case ANIM_STD_VAN_OPEN_DOOR_REAR_LHS: case ANIM_STD_VAN_OPEN_DOOR_REAR_RHS: ProcessDoorOpenAnimation(this, component, door, time, 0.37f, 0.55f); break; case ANIM_STD_VAN_CLOSE_DOOR_REAR_LHS: case ANIM_STD_VAN_CLOSE_DOOR_REAR_RHS: ProcessDoorCloseAnimation(this, component, door, time, 0.5f, 0.8f); break; case ANIM_STD_VAN_GET_OUT_REAR_LHS: case ANIM_STD_VAN_GET_OUT_REAR_RHS: ProcessDoorOpenAnimation(this, component, door, time, 0.5f, 0.6f); break; case ANIM_STD_NUM: OpenDoor(component, door, time); break; } } bool CAutomobile::IsDoorReady(eDoors door) { if(Doors[door].IsClosed() || IsDoorMissing(door)) return true; int doorflag = 0; switch(door){ case DOOR_FRONT_LEFT: doorflag = CAR_DOOR_FLAG_LF; break; case DOOR_FRONT_RIGHT: doorflag = CAR_DOOR_FLAG_RF; break; case DOOR_REAR_LEFT: doorflag = CAR_DOOR_FLAG_LR; break; case DOOR_REAR_RIGHT: doorflag = CAR_DOOR_FLAG_RR; break; default: break; } return (doorflag & m_nGettingInFlags) == 0; } bool CAutomobile::IsDoorFullyOpen(eDoors door) { return Doors[door].IsFullyOpen() || IsDoorMissing(door); } bool CAutomobile::IsDoorClosed(eDoors door) { return !!Doors[door].IsClosed(); } bool CAutomobile::IsDoorMissing(eDoors door) { return Damage.GetDoorStatus(door) == DOOR_STATUS_MISSING; } bool CAutomobile::IsDoorReady(uint32 door) { switch(door){ case CAR_DOOR_RF: return IsDoorReady(DOOR_FRONT_RIGHT); case CAR_DOOR_RR: return IsDoorReady(DOOR_REAR_RIGHT); case CAR_DOOR_LF: return IsDoorReady(DOOR_FRONT_LEFT); case CAR_DOOR_LR: return IsDoorReady(DOOR_REAR_LEFT); default: return false; } } bool CAutomobile::IsDoorMissing(uint32 door) { switch(door){ case CAR_DOOR_RF: return IsDoorMissing(DOOR_FRONT_RIGHT); case CAR_DOOR_RR: return IsDoorMissing(DOOR_REAR_RIGHT); case CAR_DOOR_LF: return IsDoorMissing(DOOR_FRONT_LEFT); case CAR_DOOR_LR: return IsDoorMissing(DOOR_REAR_LEFT); default: return false; } } bool CAutomobile::IsOpenTopCar(void) { return GetModelIndex() == MI_STINGER || // component 0 is assumed to be a roof GetModelIndex() == MI_COMET && m_aExtras[0] != 0 && m_aExtras[1] != 0 || GetModelIndex() == MI_STALLION && m_aExtras[0] != 0 && m_aExtras[1] != 0; } void CAutomobile::RemoveRefsToVehicle(CEntity *ent) { int i; for(i = 0; i < 4; i++) if(m_aGroundPhysical[i] == ent) m_aGroundPhysical[i] = nil; } void CAutomobile::BlowUpCar(CEntity *culprit) { RpAtomic *atomic; if(!bCanBeDamaged) return; if(culprit == FindPlayerPed() || culprit == FindPlayerVehicle()){ CWorld::Players[CWorld::PlayerInFocus].m_nHavocLevel += 20; CWorld::Players[CWorld::PlayerInFocus].m_fMediaAttention += 10.0f; CStats::PropertyDestroyed += CGeneral::GetRandomNumber()%6000 + 4000; } // explosion pushes vehicle up m_vecMoveSpeed.z += 0.13f; SetStatus(STATUS_WRECKED); bRenderScorched = true; m_nTimeOfDeath = CTimer::GetTimeInMilliseconds(); Damage.FuckCarCompletely(); if(GetModelIndex() != MI_RCBANDIT){ SetBumperDamage(CAR_BUMP_FRONT, VEHBUMPER_FRONT); SetBumperDamage(CAR_BUMP_REAR, VEHBUMPER_REAR); SetDoorDamage(CAR_BONNET, DOOR_BONNET); SetDoorDamage(CAR_BOOT, DOOR_BOOT); SetDoorDamage(CAR_DOOR_LF, DOOR_FRONT_LEFT); SetDoorDamage(CAR_DOOR_RF, DOOR_FRONT_RIGHT); SetDoorDamage(CAR_DOOR_LR, DOOR_REAR_LEFT); SetDoorDamage(CAR_DOOR_RR, DOOR_REAR_RIGHT); SpawnFlyingComponent(CAR_WHEEL_LF, COMPGROUP_WHEEL); atomic = nil; RwFrameForAllObjects(m_aCarNodes[CAR_WHEEL_LF], GetCurrentAtomicObjectCB, &atomic); if(atomic) RpAtomicSetFlags(atomic, 0); } m_fHealth = 0.0f; m_nBombTimer = 0; m_bombType = CARBOMB_NONE; TheCamera.CamShake(0.7f, GetPosition().x, GetPosition().y, GetPosition().z); KillPedsInVehicle(); bEngineOn = false; bLightsOn = false; m_bSirenOrAlarm = false; bTaxiLight = false; if(bIsAmbulanceOnDuty){ bIsAmbulanceOnDuty = false; CCarCtrl::NumAmbulancesOnDuty--; } if(bIsFireTruckOnDuty){ bIsFireTruckOnDuty = false; CCarCtrl::NumFiretrucksOnDuty--; } ChangeLawEnforcerState(false); gFireManager.StartFire(this, culprit, 0.8f, true); CDarkel::RegisterCarBlownUpByPlayer(this); if(GetModelIndex() == MI_RCBANDIT) CExplosion::AddExplosion(this, culprit, EXPLOSION_CAR_QUICK, GetPosition(), 0); else CExplosion::AddExplosion(this, culprit, EXPLOSION_CAR, GetPosition(), 0); } bool CAutomobile::SetUpWheelColModel(CColModel *colModel) { CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); CColModel *vehColModel = mi->GetColModel(); if(GetVehicleAppearance() == VEHICLE_APPEARANCE_HELI || GetVehicleAppearance() == VEHICLE_APPEARANCE_PLANE) return false; colModel->boundingSphere = vehColModel->boundingSphere; colModel->boundingBox = vehColModel->boundingBox; CMatrix mat; mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF])); colModel->spheres[0].Set(mi->m_wheelScale / 2, mat.GetPosition(), SURFACE_RUBBER, CAR_PIECE_WHEEL_LF); mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LB])); colModel->spheres[1].Set(mi->m_wheelScale / 2, mat.GetPosition(), SURFACE_RUBBER, CAR_PIECE_WHEEL_LR); mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); colModel->spheres[2].Set(mi->m_wheelScale / 2, mat.GetPosition(), SURFACE_RUBBER, CAR_PIECE_WHEEL_RF); mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RB])); colModel->spheres[3].Set(mi->m_wheelScale / 2, mat.GetPosition(), SURFACE_RUBBER, CAR_PIECE_WHEEL_RR); if(m_aCarNodes[CAR_WHEEL_LM] != nil && m_aCarNodes[CAR_WHEEL_RM] != nil){ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LM])); colModel->spheres[4].Set(mi->m_wheelScale / 2, mat.GetPosition(), SURFACE_RUBBER, CAR_PIECE_WHEEL_LR); mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RM])); colModel->spheres[5].Set(mi->m_wheelScale / 2, mat.GetPosition(), SURFACE_RUBBER, CAR_PIECE_WHEEL_RR); colModel->numSpheres = 6; }else colModel->numSpheres = 4; return true; } void CAutomobile::BurstTyre(uint8 wheel, bool applyForces) { if(GetModelIndex() == MI_RHINO || bTyresDontBurst) return; switch(wheel){ case CAR_PIECE_WHEEL_LF: wheel = CARWHEEL_FRONT_LEFT; break; case CAR_PIECE_WHEEL_RF: wheel = CARWHEEL_FRONT_RIGHT; break; case CAR_PIECE_WHEEL_LR: wheel = CARWHEEL_REAR_LEFT; break; case CAR_PIECE_WHEEL_RR: wheel = CARWHEEL_REAR_RIGHT; break; } int status = Damage.GetWheelStatus(wheel); if(status == WHEEL_STATUS_OK){ Damage.SetWheelStatus(wheel, WHEEL_STATUS_BURST); CStats::TyresPopped++; DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_TYRE_POP, 0.0f); if(GetStatus() == STATUS_SIMPLE){ SetStatus(STATUS_PHYSICS); CCarCtrl::SwitchVehicleToRealPhysics(this); } if(applyForces){ ApplyMoveForce(GetRight() * m_fMass * CGeneral::GetRandomNumberInRange(-0.03f, 0.03f)); ApplyTurnForce(GetRight() * m_fTurnMass * CGeneral::GetRandomNumberInRange(-0.03f, 0.03f), GetForward()); } } } bool CAutomobile::IsRoomForPedToLeaveCar(uint32 component, CVector *doorOffset) { CColPoint colpoint; CEntity *ent; colpoint.point = CVector(0.0f, 0.0f, 0.0f); CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); CVector seatPos; switch(component){ case CAR_DOOR_RF: seatPos = mi->GetFrontSeatPosn(); break; case CAR_DOOR_LF: seatPos = mi->GetFrontSeatPosn(); seatPos.x = -seatPos.x; break; case CAR_DOOR_RR: seatPos = mi->m_positions[CAR_POS_BACKSEAT]; break; case CAR_DOOR_LR: seatPos = mi->m_positions[CAR_POS_BACKSEAT]; seatPos.x = -seatPos.x; break; } seatPos = GetMatrix() * seatPos; CVector doorPos = CPed::GetPositionToOpenCarDoor(this, component); if(doorOffset){ CVector off = *doorOffset; if(component == CAR_DOOR_RF || component == CAR_DOOR_RR) off.x = -off.x; doorPos += Multiply3x3(GetMatrix(), off); } if(GetUp().z < 0.0f){ seatPos.z += 0.5f; doorPos.z += 0.5f; } CVector dist = doorPos - seatPos; // Removing that makes thiProcessEntityCollisions func. return false for van doors. doorPos.z += 0.5f; float length = dist.Magnitude(); CVector pedPos = seatPos + dist*((length+0.6f)/length); if(!CWorld::GetIsLineOfSightClear(seatPos, pedPos, true, false, false, true, false, false)) return false; if(CWorld::TestSphereAgainstWorld(doorPos, 0.6f, this, true, true, false, true, false, false)) return false; if(CWorld::ProcessVerticalLine(doorPos, 1000.0f, colpoint, ent, true, false, false, true, false, false, nil)) if(colpoint.point.z > doorPos.z && colpoint.point.z < doorPos.z + 0.6f) return false; float upperZ = colpoint.point.z; if(!CWorld::ProcessVerticalLine(doorPos, -1000.0f, colpoint, ent, true, false, false, true, false, false, nil)) return false; if(upperZ != 0.0f && upperZ < colpoint.point.z) return false; return true; } float CAutomobile::GetHeightAboveRoad(void) { return m_fHeightAboveRoad; } void CAutomobile::PlayCarHorn(void) { uint32 r; if (IsAlarmOn() || m_nCarHornTimer != 0) return; if (m_nCarHornDelay) { m_nCarHornDelay--; return; } m_nCarHornDelay = (CGeneral::GetRandomNumber() & 0x7F) + 150; r = m_nCarHornDelay & 7; if(r < 2){ m_nCarHornTimer = 45; }else if(r < 4){ if(pDriver) pDriver->Say(SOUND_PED_ANNOYED_DRIVER); m_nCarHornTimer = 45; }else{ if(pDriver) pDriver->Say(SOUND_PED_ANNOYED_DRIVER); } } void CAutomobile::PlayHornIfNecessary(void) { if(AutoPilot.m_bSlowedDownBecauseOfPeds || AutoPilot.m_bSlowedDownBecauseOfCars) if(!HasCarStoppedBecauseOfLight()) PlayCarHorn(); } void CAutomobile::ResetSuspension(void) { int i; for(i = 0; i < 4; i++){ m_aSuspensionSpringRatio[i] = 1.0f; m_aWheelTimer[i] = 0.0f; m_aWheelRotation[i] = 0.0f; m_aWheelState[i] = WHEEL_STATE_NORMAL; } } //--LCS: done void CAutomobile::SetupSuspensionLines(void) { int i; CVector posn; CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); CColModel *colModel = mi->GetColModel(); bool adjustColModel; if(colModel->lines == nil){ adjustColModel = true; colModel->lines = new CColLine[4]; colModel->numLines = 4; }else adjustColModel = false; // Each suspension line starts at the uppermost wheel position // and extends down to the lowermost point on the tyre for(i = 0; i < 4; i++){ mi->GetWheelPosn(i, posn); m_aWheelPosition[i] = posn.z; // uppermost wheel position posn.z += pHandling->fSuspensionUpperLimit; colModel->lines[i].p0 = posn; // lowermost wheel position posn.z += pHandling->fSuspensionLowerLimit - pHandling->fSuspensionUpperLimit; // lowest point on tyre posn.z -= mi->m_wheelScale*0.5f; colModel->lines[i].p1 = posn; // this is length of the spring at rest m_aSuspensionSpringLength[i] = pHandling->fSuspensionUpperLimit - pHandling->fSuspensionLowerLimit; m_aSuspensionLineLength[i] = colModel->lines[i].p0.z - colModel->lines[i].p1.z; } // Compress spring somewhat to get normal height on road m_fHeightAboveRoad = m_aSuspensionSpringLength[0]*(1.0f - 1.0f/(4.0f*pHandling->fSuspensionForceLevel)) - colModel->lines[0].p0.z + mi->m_wheelScale*0.5f; for(i = 0; i < 4; i++) m_aWheelPosition[i] = mi->m_wheelScale*0.5f - m_fHeightAboveRoad; // adjust col model to include suspension lines if(colModel->boundingBox.min.z > colModel->lines[0].p1.z) colModel->boundingBox.min.z = colModel->lines[0].p1.z; float radius = Max(colModel->boundingBox.min.Magnitude(), colModel->boundingBox.max.Magnitude()); if(colModel->boundingSphere.radius < radius) colModel->boundingSphere.radius = radius; if(GetModelIndex() == MI_RCBANDIT){ colModel->boundingSphere.radius = 2.0f; for(i = 0; i < colModel->numSpheres; i++) colModel->spheres[i].radius = 0.3f; } if(pHandling->Flags & HANDLING_FORCE_GRND_CLR && adjustColModel){ // 0.25 is the min distance between ground and col spheres, everything above it is safe float safePos = 0.25f - m_fHeightAboveRoad; for(i = 0; i < colModel->numSpheres; i++){ CColSphere *sph = &colModel->spheres[i]; if(sph->center.z - sph->radius < safePos){ // sphere extends too far down, so move it up // or decrease the radius for bigger spheres if(radius > 0.4f) sph->radius = Max(sph->center.z - safePos, 0.4f); sph->center.z = safePos + sph->radius; } } } } // called on police cars void CAutomobile::ScanForCrimes(void) { if(FindPlayerVehicle() && FindPlayerVehicle()->IsCar()) if(FindPlayerVehicle()->IsAlarmOn()) // if player's alarm is on, increase wanted level if((FindPlayerVehicle()->GetPosition() - GetPosition()).MagnitudeSqr() < sq(20.0f)) CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetWantedLevelNoDrop(1); } void CAutomobile::BlowUpCarsInPath(void) { int i; if(m_vecMoveSpeed.Magnitude() > 0.1f && bTankDetonateCars) for(i = 0; i < m_nCollisionRecords; i++) if(m_aCollisionRecords[i] && m_aCollisionRecords[i]->IsVehicle() && m_aCollisionRecords[i]->GetModelIndex() != MI_RHINO && !m_aCollisionRecords[i]->bRenderScorched){ if(this == FindPlayerVehicle()) CEventList::RegisterEvent(EVENT_EXPLOSION, EVENT_ENTITY_VEHICLE, m_aCollisionRecords[i], FindPlayerPed(), 2000); ((CVehicle*)m_aCollisionRecords[i])->BlowUpCar(this); } } bool CAutomobile::HasCarStoppedBecauseOfLight(void) { int i; if(GetStatus() != STATUS_SIMPLE && GetStatus() != STATUS_PHYSICS) return false; if(AutoPilot.m_nCurrentRouteNode && AutoPilot.m_nNextRouteNode){ CPathNode *curnode = &ThePaths.m_pathNodes[AutoPilot.m_nCurrentRouteNode]; for(i = 0; i < curnode->numLinks; i++) if(ThePaths.ConnectedNode(curnode->firstLink + i) == AutoPilot.m_nNextRouteNode) break; if(i < curnode->numLinks && ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[curnode->firstLink + i]].trafficLightType & 3) return true; } if(AutoPilot.m_nCurrentRouteNode && AutoPilot.m_nPrevRouteNode){ CPathNode *curnode = &ThePaths.m_pathNodes[AutoPilot.m_nCurrentRouteNode]; for(i = 0; i < curnode->numLinks; i++) if(ThePaths.ConnectedNode(curnode->firstLink + i) == AutoPilot.m_nPrevRouteNode) break; if(i < curnode->numLinks && ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[curnode->firstLink + i]].trafficLightType & 3) return true; } return false; } void CPed::DeadPedMakesTyresBloody(void) { int minX = CWorld::GetSectorIndexX(GetPosition().x - 2.0f); if (minX < 0) minX = 0; int minY = CWorld::GetSectorIndexY(GetPosition().y - 2.0f); if (minY < 0) minY = 0; int maxX = CWorld::GetSectorIndexX(GetPosition().x + 2.0f); if (maxX > NUMSECTORS_X-1) maxX = NUMSECTORS_X-1; int maxY = CWorld::GetSectorIndexY(GetPosition().y + 2.0f); if (maxY > NUMSECTORS_Y-1) maxY = NUMSECTORS_Y-1; CWorld::AdvanceCurrentScanCode(); for (int curY = minY; curY <= maxY; curY++) { for (int curX = minX; curX <= maxX; curX++) { CSector *sector = CWorld::GetSector(curX, curY); MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES]); MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP]); } } } void CPed::MakeTyresMuddySectorList(CPtrList &list) { CAutomobile *car = nil; CBike *bike = nil; for (CPtrNode *node = list.first; node; node = node->next) { CVehicle *veh = (CVehicle*)node->item; if (veh->m_scanCode != CWorld::GetCurrentScanCode()) { veh->m_scanCode = CWorld::GetCurrentScanCode(); if (Abs(GetPosition().x - veh->GetPosition().x) < 10.0f && Abs(GetPosition().y - veh->GetPosition().y) < 10.0f) { if (veh->IsCar()) { bike = nil; car = (CAutomobile*)veh; } else if (veh->IsBike()) { bike = (CBike*)veh; car = nil; } if (veh->m_vecMoveSpeed.MagnitudeSqr2D() > 0.05f) { if (car) { for (int wheel = 0; wheel < 4; wheel++) { if (!car->m_aWheelSkidmarkBloody[wheel] && car->m_aSuspensionSpringRatio[wheel] < 1.0f) { CColModel* vehCol = car->GetModelInfo()->GetColModel(); CVector approxWheelOffset; switch (wheel) { case 0: approxWheelOffset = CVector(-vehCol->boundingBox.max.x, vehCol->boundingBox.max.y, 0.0f); break; case 1: approxWheelOffset = CVector(-vehCol->boundingBox.max.x, vehCol->boundingBox.min.y, 0.0f); break; case 2: approxWheelOffset = CVector(vehCol->boundingBox.max.x, vehCol->boundingBox.max.y, 0.0f); break; case 3: approxWheelOffset = CVector(vehCol->boundingBox.max.x, vehCol->boundingBox.min.y, 0.0f); break; default: break; } // I hope so CVector wheelPos = car->GetMatrix() * approxWheelOffset; if (Abs(wheelPos.z - GetPosition().z) < 2.0f) { if ((wheelPos - GetPosition()).MagnitudeSqr2D() < 1.0f) { if (CGame::nastyGame) { car->m_aWheelSkidmarkBloody[wheel] = true; DMAudio.PlayOneShot(car->m_audioEntityId, SOUND_SPLATTER, 0.0f); } if (car->m_fMass > 500.f) { car->ApplyMoveForce(CVector(0.0f, 0.0f, 50.0f * Min(1.0f, m_fMass * 0.001f))); CVector vehAndWheelDist = wheelPos - car->GetPosition(); car->ApplyTurnForce(CVector(0.0f, 0.0f, 50.0f * Min(1.0f, m_fTurnMass * 0.0005f)), vehAndWheelDist); if (car == FindPlayerVehicle()) { CPad::GetPad(0)->StartShake(300, 70); } } } } } } } else if (bike) { for (int wheel = 0; wheel < 2; wheel++) { if (!bike->m_aWheelSkidmarkBloody[wheel] && bike->m_aSuspensionSpringRatio[wheel] < 1.0f) { CColModel* vehCol = bike->GetModelInfo()->GetColModel(); CVector approxWheelOffset; switch (wheel) { case 0: approxWheelOffset = CVector(0.0f, 0.8f * vehCol->boundingBox.max.y, 0.0f); break; case 1: approxWheelOffset = CVector(0.0f, 0.8f * vehCol->boundingBox.min.y, 0.0f); default: break; } // I hope so CVector wheelPos = bike->GetMatrix() * approxWheelOffset; if (Abs(wheelPos.z - GetPosition().z) < 2.0f) { if ((wheelPos - GetPosition()).MagnitudeSqr2D() < 1.0f) { if (CGame::nastyGame) { bike->m_aWheelSkidmarkBloody[wheel] = true; DMAudio.PlayOneShot(bike->m_audioEntityId, SOUND_SPLATTER, 0.0f); } if (bike->m_fMass > 100.0f) { bike->ApplyMoveForce(CVector(0.0f, 0.0f, 10.0f)); CVector vehAndWheelDist = wheelPos - bike->GetPosition(); bike->ApplyTurnForce(CVector(0.0f, 0.0f, 10.0f), vehAndWheelDist); if (bike == FindPlayerVehicle()) { CPad::GetPad(0)->StartShake(300, 70); } } } } } } } } } } } } void CAutomobile::SetBusDoorTimer(uint32 timer, uint8 type) { if(timer < 1000) timer = 1000; if(type == 0) // open and close m_nBusDoorTimerStart = CTimer::GetTimeInMilliseconds(); else // only close m_nBusDoorTimerStart = CTimer::GetTimeInMilliseconds() - 500; m_nBusDoorTimerEnd = m_nBusDoorTimerStart + timer; } void CAutomobile::ProcessAutoBusDoors(void) { if(CTimer::GetTimeInMilliseconds() < m_nBusDoorTimerEnd){ if(m_nBusDoorTimerEnd != 0 && CTimer::GetTimeInMilliseconds() > m_nBusDoorTimerEnd-500){ // close door if(!IsDoorMissing(DOOR_FRONT_LEFT) && (m_nGettingInFlags & CAR_DOOR_FLAG_LF) == 0){ if(IsDoorClosed(DOOR_FRONT_LEFT)){ m_nBusDoorTimerEnd = CTimer::GetTimeInMilliseconds(); OpenDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT, 0.0f); }else{ OpenDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT, 1.0f - (CTimer::GetTimeInMilliseconds() - (m_nBusDoorTimerEnd-500))/500.0f); } } if(!IsDoorMissing(DOOR_FRONT_RIGHT) && (m_nGettingInFlags & CAR_DOOR_FLAG_RF) == 0){ if(IsDoorClosed(DOOR_FRONT_RIGHT)){ m_nBusDoorTimerEnd = CTimer::GetTimeInMilliseconds(); OpenDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT, 0.0f); }else{ OpenDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT, 1.0f - (CTimer::GetTimeInMilliseconds() - (m_nBusDoorTimerEnd-500))/500.0f); } } } }else{ // ended if(m_nBusDoorTimerStart){ if(!IsDoorMissing(DOOR_FRONT_LEFT) && (m_nGettingInFlags & CAR_DOOR_FLAG_LF) == 0) OpenDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT, 0.0f); if(!IsDoorMissing(DOOR_FRONT_RIGHT) && (m_nGettingInFlags & CAR_DOOR_FLAG_RF) == 0) OpenDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT, 0.0f); m_nBusDoorTimerStart = 0; m_nBusDoorTimerEnd = 0; } } } void CAutomobile::ProcessSwingingDoor(int32 component, eDoors door) { if(Damage.GetDoorStatus(door) != DOOR_STATUS_SWINGING) return; if (m_aCarNodes[component] == nil) return; CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component])); CVector pos = mat.GetPosition(); float axes[3] = { 0.0f, 0.0f, 0.0f }; Doors[door].Process(this); axes[Doors[door].m_nAxis] = Doors[door].m_fAngle; mat.SetRotate(axes[0], axes[1], axes[2]); mat.Translate(pos); mat.UpdateRW(); // make wind rip off bonnet if(door == DOOR_BONNET && Doors[door].m_nDoorState == DOORST_OPEN && DotProduct(m_vecMoveSpeed, GetForward()) > 0.4f){ #ifdef FIX_BUGS CObject *comp = SpawnFlyingComponent(CAR_BONNET, COMPGROUP_BONNET); #else CObject *comp = SpawnFlyingComponent(CAR_BONNET, COMPGROUP_DOOR); #endif // make both doors invisible on car SetComponentVisibility(m_aCarNodes[CAR_BONNET], ATOMIC_FLAG_NONE); Damage.SetDoorStatus(DOOR_BONNET, DOOR_STATUS_MISSING); if(comp){ if(CGeneral::GetRandomNumber() & 1) comp->m_vecMoveSpeed = 0.4f*m_vecMoveSpeed + 0.1f*GetRight() + 0.5f*GetUp(); else comp->m_vecMoveSpeed = 0.4f*m_vecMoveSpeed - 0.1f*GetRight() + 0.5f*GetUp(); comp->ApplyTurnForce(10.0f*GetUp(), GetForward()); } } } void CAutomobile::Fix(void) { int component; Damage.ResetDamageStatus(); if(pHandling->Flags & HANDLING_NO_DOORS){ Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_MISSING); Damage.SetDoorStatus(DOOR_FRONT_RIGHT, DOOR_STATUS_MISSING); Damage.SetDoorStatus(DOOR_REAR_LEFT, DOOR_STATUS_MISSING); Damage.SetDoorStatus(DOOR_REAR_RIGHT, DOOR_STATUS_MISSING); } bIsDamaged = false; RpClumpForAllAtomics((RpClump*)m_rwObject, CVehicleModelInfo::HideAllComponentsAtomicCB, (void*)ATOMIC_FLAG_DAM); for(component = CAR_BUMP_FRONT; component < NUM_CAR_NODES; component++){ if(m_aCarNodes[component]){ CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component])); mat.SetTranslate(mat.GetPosition()); mat.UpdateRW(); } } for(component = 0; component < 4; component++) Damage.SetWheelStatus(component, WHEEL_STATUS_OK); if(GetModelIndex() == MI_HUNTER){ RpAtomicSetFlags((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LB]), 0); RpAtomicSetFlags((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RB]), 0); }else if(IsRealHeli()){ RpAtomicSetFlags((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LF]), 0); RpAtomicSetFlags((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF]), 0); RpAtomicSetFlags((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LB]), 0); RpAtomicSetFlags((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RB]), 0); } } void CAutomobile::SetupDamageAfterLoad(void) { if(m_aCarNodes[CAR_BUMP_FRONT]) SetBumperDamage(CAR_BUMP_FRONT, VEHBUMPER_FRONT); if(m_aCarNodes[CAR_BONNET]) SetDoorDamage(CAR_BONNET, DOOR_BONNET); if(m_aCarNodes[CAR_BUMP_REAR]) SetBumperDamage(CAR_BUMP_REAR, VEHBUMPER_REAR); if(m_aCarNodes[CAR_BOOT]) SetDoorDamage(CAR_BOOT, DOOR_BOOT); if(m_aCarNodes[CAR_DOOR_LF]) SetDoorDamage(CAR_DOOR_LF, DOOR_FRONT_LEFT); if(m_aCarNodes[CAR_DOOR_RF]) SetDoorDamage(CAR_DOOR_RF, DOOR_FRONT_RIGHT); if(m_aCarNodes[CAR_DOOR_LR]) SetDoorDamage(CAR_DOOR_LR, DOOR_REAR_LEFT); if(m_aCarNodes[CAR_DOOR_RR]) SetDoorDamage(CAR_DOOR_RR, DOOR_REAR_RIGHT); if(m_aCarNodes[CAR_WING_LF]) SetPanelDamage(CAR_WING_LF, VEHPANEL_FRONT_LEFT); if(m_aCarNodes[CAR_WING_RF]) SetPanelDamage(CAR_WING_RF, VEHPANEL_FRONT_RIGHT); if(m_aCarNodes[CAR_WING_LR]) SetPanelDamage(CAR_WING_LR, VEHPANEL_REAR_LEFT); if(m_aCarNodes[CAR_WING_RR]) SetPanelDamage(CAR_WING_RR, VEHPANEL_REAR_RIGHT); } RwObject* GetCurrentAtomicObjectCB(RwObject *object, void *data) { RpAtomic *atomic = (RpAtomic*)object; assert(RwObjectGetType(object) == rpATOMIC); if(RpAtomicGetFlags(atomic) & rpATOMICRENDER) *(RpAtomic**)data = atomic; return object; } CObject* CAutomobile::SpawnFlyingComponent(int32 component, uint32 type) { RpAtomic *atomic; RwFrame *frame; RwMatrix *matrix; CObject *obj; if(CObject::nNoTempObjects >= NUMTEMPOBJECTS) return nil; atomic = nil; RwFrameForAllObjects(m_aCarNodes[component], GetCurrentAtomicObjectCB, &atomic); if(atomic == nil) return nil; obj = new CObject(); if(obj == nil) return nil; if(component == CAR_WINDSCREEN){ obj->SetModelIndexNoCreate(MI_CAR_BONNET); }else switch(type){ case COMPGROUP_BUMPER: obj->SetModelIndexNoCreate(MI_CAR_BUMPER); break; case COMPGROUP_WHEEL: obj->SetModelIndexNoCreate(MI_CAR_WHEEL); break; case COMPGROUP_DOOR: obj->SetModelIndexNoCreate(MI_CAR_DOOR); obj->SetCenterOfMass(0.0f, -0.5f, 0.0f); obj->bDrawLast = true; break; case COMPGROUP_BONNET: obj->SetModelIndexNoCreate(MI_CAR_BONNET); obj->SetCenterOfMass(0.0f, 0.4f, 0.0f); break; case COMPGROUP_BOOT: obj->SetModelIndexNoCreate(MI_CAR_BOOT); obj->SetCenterOfMass(0.0f, -0.3f, 0.0f); break; case COMPGROUP_PANEL: default: obj->SetModelIndexNoCreate(MI_CAR_PANEL); break; } // object needs base model obj->RefModelInfo(GetModelIndex()); // create new atomic matrix = RwFrameGetLTM(m_aCarNodes[component]); frame = RwFrameCreate(); atomic = RpAtomicClone(atomic); *RwFrameGetMatrix(frame) = *matrix; RpAtomicSetFrame(atomic, frame); CVisibilityPlugins::SetAtomicRenderCallback(atomic, nil); obj->AttachToRwObject((RwObject*)atomic); obj->bDontStream = true; // init object obj->m_fMass = 10.0f; obj->m_fTurnMass = 25.0f; obj->m_fAirResistance = 0.97f; obj->m_fElasticity = 0.1f; obj->m_fBuoyancy = obj->m_fMass*GRAVITY/0.75f; obj->ObjectCreatedBy = TEMP_OBJECT; obj->SetIsStatic(false); obj->bIsPickup = false; obj->bUseVehicleColours = true; obj->m_colour1 = m_currentColour1; obj->m_colour2 = m_currentColour2; // life time - the more objects the are, the shorter this one will live CObject::nNoTempObjects++; if(CObject::nNoTempObjects > 20) obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000/5.0f; else if(CObject::nNoTempObjects > 10) obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000/2.0f; else obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000; obj->m_vecMoveSpeed = m_vecMoveSpeed; if(obj->m_vecMoveSpeed.z > 0.0f){ obj->m_vecMoveSpeed.z *= 1.5f; }else if(GetUp().z > 0.0f && (component == COMPGROUP_BONNET || component == COMPGROUP_BOOT || component == CAR_WINDSCREEN)){ obj->m_vecMoveSpeed.z *= -1.5f; obj->m_vecMoveSpeed.z += 0.04f; }else{ obj->m_vecMoveSpeed.z *= 0.25f; } obj->m_vecMoveSpeed.x *= 0.75f; obj->m_vecMoveSpeed.y *= 0.75f; obj->m_vecTurnSpeed = m_vecTurnSpeed*2.0f; // push component away from car CVector dist = obj->GetPosition() - GetPosition(); dist.Normalise(); if(component == COMPGROUP_BONNET || component == COMPGROUP_BOOT || component == CAR_WINDSCREEN){ // push these up some dist += GetUp(); if(GetUp().z > 0.0f){ // simulate fast upward movement if going fast float speed = CVector2D(m_vecMoveSpeed).Magnitude(); obj->GetMatrix().Translate(GetUp()*speed); } } obj->ApplyMoveForce(dist); if(type == COMPGROUP_WHEEL){ obj->m_fTurnMass = 5.0f; obj->m_vecTurnSpeed.x = 0.5f; obj->m_fAirResistance = 0.99f; } if(GetStatus() == STATUS_WRECKED && IsVisible() && DotProduct(dist, TheCamera.GetPosition() - GetPosition()) > -0.5f){ dist = TheCamera.GetPosition() - GetPosition(); dist.Normalise(); dist.z += 0.3f; ApplyMoveForce(5.0f*dist); } if(CCollision::ProcessColModels(obj->GetMatrix(), *obj->GetColModel(), this->GetMatrix(), *this->GetColModel(), CWorld::m_aTempColPts, nil, nil) > 0) obj->m_pCollidingEntity = this; if(bRenderScorched) obj->bRenderScorched = true; CWorld::Add(obj); return obj; } CObject* CAutomobile::RemoveBonnetInPedCollision(void) { CObject *obj; if(Damage.GetDoorStatus(DOOR_BONNET) == DOOR_STATUS_SWINGING && Doors[DOOR_BONNET].RetAngleWhenOpen()*0.4f < Doors[DOOR_BONNET].m_fAngle){ #ifdef FIX_BUGS obj = SpawnFlyingComponent(CAR_BONNET, COMPGROUP_BONNET); #else obj = SpawnFlyingComponent(CAR_BONNET, COMPGROUP_DOOR); #endif // make both doors invisible on car SetComponentVisibility(m_aCarNodes[CAR_BONNET], ATOMIC_FLAG_NONE); Damage.SetDoorStatus(DOOR_BONNET, DOOR_STATUS_MISSING); return obj; } return nil; } void CAutomobile::SetPanelDamage(int32 component, ePanels panel, bool noFlyingComponents) { int status = Damage.GetPanelStatus(panel); if(m_aCarNodes[component] == nil) return; if(status == PANEL_STATUS_SMASHED1){ DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_WINDSHIELD_CRACK, 0.0f); // show damaged part SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_DAM); }else if(status == PANEL_STATUS_MISSING){ if(!noFlyingComponents) SpawnFlyingComponent(component, COMPGROUP_PANEL); else CGlass::CarWindscreenShatters(this, false); // hide both SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_NONE); } } void CAutomobile::SetBumperDamage(int32 component, ePanels panel, bool noFlyingComponents) { int status = Damage.GetPanelStatus(panel); if(m_aCarNodes[component] == nil){ printf("Trying to damage component %d of %s\n", component, CModelInfo::GetModelInfo(GetModelIndex())->GetModelName()); return; } if(status == PANEL_STATUS_SMASHED1){ // show damaged part SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_DAM); }else if(status == PANEL_STATUS_MISSING){ if(!noFlyingComponents) SpawnFlyingComponent(component, COMPGROUP_BUMPER); // hide both SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_NONE); } } void CAutomobile::SetDoorDamage(int32 component, eDoors door, bool noFlyingComponents) { int status = Damage.GetDoorStatus(door); if(m_aCarNodes[component] == nil){ printf("Trying to damage component %d of %s\n", component, CModelInfo::GetModelInfo(GetModelIndex())->GetModelName()); return; } if(!CanDoorsBeDamaged() && status > DOOR_STATUS_SMASHED && door != DOOR_BONNET && door != DOOR_BOOT){ Damage.SetDoorStatus(door, DOOR_STATUS_SMASHED); status = DOOR_STATUS_SMASHED; } if(door == DOOR_BOOT && status == DOOR_STATUS_SWINGING && pHandling->Flags & HANDLING_NOSWING_BOOT){ Damage.SetDoorStatus(DOOR_BOOT, DOOR_STATUS_MISSING); status = DOOR_STATUS_MISSING; } switch(status){ case DOOR_STATUS_SMASHED: // show damaged part SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_DAM); break; case DOOR_STATUS_SWINGING: // turn off angle cull for swinging doors RwFrameForAllObjects(m_aCarNodes[component], CVehicleModelInfo::SetAtomicFlagCB, (void*)ATOMIC_FLAG_NOCULL); break; case DOOR_STATUS_MISSING: if(!noFlyingComponents){ if(door == DOOR_BONNET) SpawnFlyingComponent(component, COMPGROUP_BONNET); else if(door == DOOR_BOOT) SpawnFlyingComponent(component, COMPGROUP_BOOT); else SpawnFlyingComponent(component, COMPGROUP_DOOR); } // hide both SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_NONE); break; } } static RwObject* SetVehicleAtomicVisibilityCB(RwObject *object, void *data) { uint32 flags = (uint32)(uintptr)data; RpAtomic *atomic = (RpAtomic*)object; if((CVisibilityPlugins::GetAtomicId(atomic) & (ATOMIC_FLAG_OK|ATOMIC_FLAG_DAM)) == flags) RpAtomicSetFlags(atomic, rpATOMICRENDER); else RpAtomicSetFlags(atomic, 0); return object; } void CAutomobile::SetComponentVisibility(RwFrame *frame, uint32 flags) { HideAllComps(); bIsDamaged = true; RwFrameForAllObjects(frame, SetVehicleAtomicVisibilityCB, (void*)flags); } void CAutomobile::SetupModelNodes(void) { int i; for(i = 0; i < NUM_CAR_NODES; i++) m_aCarNodes[i] = nil; CClumpModelInfo::FillFrameArray(GetClump(), m_aCarNodes); } void CAutomobile::SetTaxiLight(bool light) { bTaxiLight = light; } bool CAutomobile::GetAllWheelsOffGround(void) { return m_nDriveWheelsOnGround == 0; } void CAutomobile::HideAllComps(void) { // empty } void CAutomobile::ShowAllComps(void) { // empty } void CAutomobile::ReduceHornCounter(void) { if(m_nCarHornTimer != 0) m_nCarHornTimer--; } void CAutomobile::SetAllTaxiLights(bool set) { m_sAllTaxiLights = set; } void CAutomobile::TellHeliToGoToCoors(float x, float y, float z, uint8 speed) { AutoPilot.m_nCarMission = MISSION_HELI_FLYTOCOORS; AutoPilot.m_vecDestinationCoors.x = x; AutoPilot.m_vecDestinationCoors.y = y; AutoPilot.m_vecDestinationCoors.z = z; AutoPilot.m_nCruiseSpeed = speed; SetStatus(STATUS_PHYSICS); if(m_fOrientation == 0.0f){ m_fOrientation = CGeneral::GetATanOfXY(GetForward().x, GetForward().y) + PI; while(m_fOrientation > TWOPI) m_fOrientation -= TWOPI; } } void CAutomobile::TellPlaneToGoToCoors(float x, float y, float z, uint8 speed) { AutoPilot.m_nCarMission = MISSION_PLANE_FLYTOCOORS; AutoPilot.m_vecDestinationCoors.x = x; AutoPilot.m_vecDestinationCoors.y = y; AutoPilot.m_vecDestinationCoors.z = z; AutoPilot.m_nCruiseSpeed = speed; SetStatus(STATUS_PHYSICS); if(m_fOrientation == 0.0f) m_fOrientation = CGeneral::GetATanOfXY(GetForward().x, GetForward().y); } void CAutomobile::PopBoot(void) { switch(Damage.GetDoorStatus(DOOR_BOOT)){ case DOOR_STATUS_OK: case DOOR_STATUS_SMASHED: Doors[DOOR_BOOT].m_fAngle = Doors[DOOR_BOOT].m_fMinAngle; CMatrix mat(RwFrameGetMatrix(m_aCarNodes[CAR_BOOT])); CVector pos = mat.GetPosition(); float axes[3] = { 0.0f, 0.0f, 0.0f }; axes[Doors[DOOR_BOOT].m_nAxis] = Doors[DOOR_BOOT].m_fAngle; mat.SetRotate(axes[0], axes[1], axes[2]); mat.Translate(pos); mat.UpdateRW(); } } void CAutomobile::PopBootUsingPhysics(void) { switch(Damage.GetDoorStatus(DOOR_BOOT)) case DOOR_STATUS_OK: case DOOR_STATUS_SMASHED: Damage.SetDoorStatus(DOOR_BOOT, DOOR_STATUS_SWINGING); Doors[DOOR_BOOT].m_fAngVel = -2.0f; } void CAutomobile::CloseAllDoors(void) { CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); if(!IsDoorMissing(DOOR_FRONT_LEFT)) OpenDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT, 0.0f); if(mi->m_numDoors > 1){ if(!IsDoorMissing(DOOR_FRONT_RIGHT)) OpenDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT, 0.0f); if(mi->m_numDoors > 2){ if(!IsDoorMissing(DOOR_REAR_LEFT)) OpenDoor(CAR_DOOR_LR, DOOR_REAR_LEFT, 0.0f); if(!IsDoorMissing(DOOR_REAR_RIGHT)) OpenDoor(CAR_DOOR_RR, DOOR_REAR_RIGHT, 0.0f); } } } void CAutomobile::KnockPedOutCar(eWeaponType weapon, uint16 door, CPed *ped) { AnimationId anim = ANIM_STD_KO_FRONT; if(ped == nil) return; ped->m_vehDoor = door; ped->SetPedState(PED_IDLE); CAnimManager::BlendAnimation(ped->GetClump(), ped->m_animGroup, ANIM_STD_IDLE, 100.0f); CPed::PedSetOutCarCB(nil, ped); ped->SetMoveState(PEDMOVE_STILL); if(GetUp().z < 0.0f) ped->SetHeading(CGeneral::LimitRadianAngle(GetForward().Heading() + PI)); else ped->SetHeading(GetForward().Heading()); switch(weapon){ case WEAPONTYPE_UNARMED: case WEAPONTYPE_UNIDENTIFIED: ped->m_vecMoveSpeed = m_vecMoveSpeed; ped->m_pCollidingEntity = this; anim = ANIM_STD_NUM; break; case WEAPONTYPE_BASEBALLBAT: case WEAPONTYPE_RAMMEDBYCAR: case WEAPONTYPE_FALL: ped->m_vecMoveSpeed = m_vecMoveSpeed; anim = ANIM_STD_SPINFORWARD_LEFT; ApplyMoveForce(4.0f*GetUp() + 8.0f*GetRight()); break; } if(weapon != WEAPONTYPE_UNARMED){ ped->SetFall(1000, anim, 0); ped->bIsStanding = false; ped->m_headingRate = 0.0f; } ped->m_pMyVehicle = nil; } #ifdef COMPATIBLE_SAVES void CAutomobile::Save(uint8*& buf) { CVehicle::Save(buf); WriteSaveBuf(buf, Damage); ZeroSaveBuf(buf, 1500 - 672 - sizeof(CDamageManager)); } void CAutomobile::Load(uint8*& buf) { CVehicle::Load(buf); ReadSaveBuf(&Damage, buf); SkipSaveBuf(buf, 1500 - 672 - sizeof(CDamageManager)); SetupDamageAfterLoad(); } #endif