#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 "Antennas.h"
#include "Skidmarks.h"
#include "Shadows.h"
#include "PointLights.h"
#include "Coronas.h"
#include "SpecialFX.h"
#include "WaterCannon.h"
#include "WaterLevel.h"
#include "Floater.h"
#include "World.h"
#include "SurfaceTable.h"
#include "Weather.h"
#include "HandlingMgr.h"
#include "Record.h"
#include "Remote.h"
#include "Population.h"
#include "CarCtrl.h"
#include "CarAI.h"
#include "Garages.h"
#include "PathFind.h"
#include "AnimManager.h"
#include "RpAnimBlend.h"
#include "AnimBlendAssociation.h"
#include "Ped.h"
#include "PlayerPed.h"
#include "Object.h"
#include "Automobile.h"
bool bAllCarCheat; // unused
RwObject *GetCurrentAtomicObjectCB(RwObject *object, void *data);
bool CAutomobile::m_sAllTaxiLights;
const uint32 CAutomobile::nSaveStructSize =
#ifdef COMPATIBLE_SAVES
1448;
#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_auto_unk1 = 0;
bTaxiLight = m_sAllTaxiLights;
bFixedColour = false;
bBigWheels = false;
bWaterTight = false;
SetModelIndex(id);
pHandling = mod_HandlingManager.GetHandlingData((eHandlingId)mi->m_handlingId);
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->Dimension.x*pHandling->Dimension.z/m_fMass;
m_fElasticity = 0.05f;
m_fBuoyancy = pHandling->fBuoyancy;
m_nBusDoorTimerEnd = 0;
m_nBusDoorTimerStart = 0;
m_fSteerAngle = 0.0f;
m_fGasPedal = 0.0f;
m_fBrakePedal = 0.0f;
m_pSetOnFireEntity = nil;
m_fGasPedalAudio = 0.0f;
bNotDamagedUpsideDown = false;
bMoreResistantToDamage = false;
m_fVelocityChangeForAudio = 0.0f;
m_hydraulicState = 0;
for(i = 0; i < 4; i++){
m_aGroundPhysical[i] = nil;
m_aGroundOffset[i] = CVector(0.0f, 0.0f, 0.0f);
m_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_aWheelSkidmarkMuddy[i] = false;
m_aWheelSkidmarkBloody[i] = false;
}
m_nWheelsOnGround = 0;
m_nDriveWheelsOnGround = 0;
m_nDriveWheelsOnGroundPrev = 0;
m_fHeightAboveRoad = 0.0f;
m_fTraction = 1.0f;
CColModel *colModel = mi->GetColModel();
if(colModel->lines == nil){
colModel->lines = (CColLine*)RwMalloc(4*sizeof(CColLine));
colModel->numLines = 4;
}
SetupSuspensionLines();
SetStatus(STATUS_SIMPLE);
bUseCollisionRecords = true;
m_nNumPassengers = 0;
m_bombType = CARBOMB_NONE;
bDriverLastFrame = false;
m_pBombRigger = nil;
if(m_nDoorLock == CARLOCK_UNLOCKED &&
(id == MI_POLICE || id == MI_ENFORCER || id == MI_RHINO))
m_nDoorLock = CARLOCK_LOCKED_INITIALLY;
m_fCarGunLR = 0.0f;
m_fCarGunUD = 0.05f;
m_fPropellerRotation = 0.0f;
m_weaponDoorTimerLeft = 0.0f;
m_weaponDoorTimerRight = m_weaponDoorTimerLeft;
if(GetModelIndex() == MI_DODO){
RpAtomicSetFlags((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_MIAMI_SPARROW || GetModelIndex() == MI_MIAMI_RCRAIDER){
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();
}
CVector vecDAMAGE_ENGINE_POS_SMALL(-0.1f, -0.1f, 0.0f);
CVector vecDAMAGE_ENGINE_POS_BIG(-0.5f, -0.3f, 0.0f);
void
CAutomobile::ProcessControl(void)
{
int i;
float wheelRot;
CColModel *colModel;
if(bUsingSpecialColModel)
colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel;
else
colModel = GetColModel();
bWarnedPeds = false;
// skip if the collision isn't for the current level
if(colModel->level > LEVEL_NONE && colModel->level != CCollision::ms_collisionInMemory)
return;
// Improve grip of vehicles in certain cases
bool strongGrip1 = false;
bool strongGrip2 = false;
if(FindPlayerVehicle() && this != FindPlayerVehicle() &&
(AutoPilot.m_nCarMission == MISSION_RAMPLAYER_FARAWAY || AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE ||
AutoPilot.m_nCarMission == MISSION_BLOCKPLAYER_FARAWAY || AutoPilot.m_nCarMission == MISSION_BLOCKPLAYER_CLOSE)){
if(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;
}
}
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();
}
// Process driver
if(pDriver){
if(!bDriverLastFrame && m_bombType == CARBOMB_ONIGNITIONACTIVE){
// If someone enters the car and there is a bomb, detonate
m_nBombTimer = 1000;
m_pBlowUpEntity = m_pBombRigger;
if(m_pBlowUpEntity)
m_pBlowUpEntity->RegisterReference((CEntity**)&m_pBlowUpEntity);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_BOMB_TICK, 1.0f);
}
bDriverLastFrame = true;
if(IsUpsideDown() && CanPedEnterCar()){
if(!pDriver->IsPlayer() &&
!(pDriver->m_leader && pDriver->m_leader->bInVehicle) &&
pDriver->CharCreatedBy != MISSION_CHAR)
pDriver->SetObjective(OBJECTIVE_LEAVE_CAR, this);
}
}else
bDriverLastFrame = false;
// Process passengers
if(m_nNumPassengers != 0 && IsUpsideDown() && CanPedEnterCar()){
for(i = 0; i < m_nNumMaxPassengers; i++)
if(pPassengers[i])
if(!pPassengers[i]->IsPlayer() &&
!(pPassengers[i]->m_leader && pPassengers[i]->m_leader->bInVehicle) &&
pPassengers[i]->CharCreatedBy != MISSION_CHAR)
pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_CAR, this);
}
CRubbish::StirUp(this);
// blend in clump
int clumpAlpha = CVisibilityPlugins::GetClumpAlpha((RpClump*)m_rwObject);
if(bFadeOut){
clumpAlpha -= 8;
if(clumpAlpha < 0)
clumpAlpha = 0;
}else if(clumpAlpha < 255){
clumpAlpha += 16;
if(clumpAlpha > 255)
clumpAlpha = 255;
}
CVisibilityPlugins::SetClumpAlpha((RpClump*)m_rwObject, clumpAlpha);
AutoPilot.m_bSlowedDownBecauseOfCars = false;
AutoPilot.m_bSlowedDownBecauseOfPeds = false;
// Set Center of Mass to make car more stable
if(strongGrip1 || bCheat3)
m_vecCentreOfMass.z = 0.3f*m_aSuspensionSpringLength[0] + -1.0f*m_fHeightAboveRoad;
else if(pHandling->Flags & HANDLING_NONPLAYER_STABILISER && GetStatus() == STATUS_PHYSICS)
m_vecCentreOfMass.z = pHandling->CentreOfMass.z - 0.2f*pHandling->Dimension.z;
else
m_vecCentreOfMass.z = pHandling->CentreOfMass.z;
// Process depending on status
bool playerRemote = false;
switch(GetStatus()){
case STATUS_PLAYER_REMOTE:
if(CPad::GetPad(0)->WeaponJustDown()){
BlowUpCar(FindPlayerPed());
CRemote::TakeRemoteControlledCarFromPlayer();
}
if(GetModelIndex() == MI_RCBANDIT){
CVector pos = GetPosition();
// FindPlayerCoors unused
if(RcbanditCheckHitWheels() || bIsInWater || CPopulation::IsPointInSafeZone(&pos)){
if(CPopulation::IsPointInSafeZone(&pos))
CGarages::TriggerMessage("HM2_5", -1, 5000, -1);
CRemote::TakeRemoteControlledCarFromPlayer();
BlowUpCar(FindPlayerPed());
}
}
if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle == this)
playerRemote = true;
// fall through
case STATUS_PLAYER:
if(playerRemote ||
pDriver && pDriver->GetPedState() != PED_EXIT_CAR && pDriver->GetPedState() != PED_DRAG_FROM_CAR){
// process control input if controlled by player
if(playerRemote || pDriver->m_nPedType == PEDTYPE_PLAYER1)
ProcessControlInputs(0);
PruneReferences();
if(GetStatus() == STATUS_PLAYER && !CRecordDataForChase::IsRecording())
DoDriveByShootings();
}
break;
case STATUS_SIMPLE:
CCarAI::UpdateCarAI(this);
CPhysical::ProcessControl();
CCarCtrl::UpdateCarOnRails(this);
m_nWheelsOnGround = 4;
m_nDriveWheelsOnGroundPrev = m_nDriveWheelsOnGround;
m_nDriveWheelsOnGround = 4;
pHandling->Transmission.CalculateGearForSimpleCar(AutoPilot.m_fMaxTrafficSpeed/50.0f, m_nCurrentGear);
wheelRot = ProcessWheelRotation(WHEEL_STATE_NORMAL, GetForward(), m_vecMoveSpeed, 0.35f);
for(i = 0; i < 4; i++)
m_aWheelRotation[i] += wheelRot;
PlayHornIfNecessary();
ReduceHornCounter();
bVehicleColProcessed = false;
// that's all we do for simple vehicles
return;
case STATUS_PHYSICS:
CCarAI::UpdateCarAI(this);
CCarCtrl::SteerAICarWithPhysics(this);
PlayHornIfNecessary();
break;
case STATUS_ABANDONED:
m_fBrakePedal = 0.2f;
bIsHandbrakeOn = false;
m_fSteerAngle = 0.0f;
m_fGasPedal = 0.0f;
m_nCarHornTimer = 0;
break;
case STATUS_WRECKED:
m_fBrakePedal = 0.05f;
bIsHandbrakeOn = true;
m_fSteerAngle = 0.0f;
m_fGasPedal = 0.0f;
m_nCarHornTimer = 0;
break;
case STATUS_PLAYER_DISABLED:
m_fBrakePedal = 1.0f;
bIsHandbrakeOn = true;
m_fSteerAngle = 0.0f;
m_fGasPedal = 0.0f;
m_nCarHornTimer = 0;
break;
default: break;
}
// what's going on here?
if(GetPosition().z < -0.6f &&
Abs(m_vecMoveSpeed.x) < 0.05f &&
Abs(m_vecMoveSpeed.y) < 0.05f)
m_vecTurnSpeed *= Pow(0.95f, CTimer::GetTimeStep());
// Skip physics if object is found to have been static recently
bool skipPhysics = false;
if(!bIsStuck && (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 ||
makeStatic){
m_nStaticFrames++;
if(m_nStaticFrames > 10 || makeStatic)
if(!CCarCtrl::MapCouldMoveInThisArea(GetPosition().x, GetPosition().y)){
if(!makeStatic || m_nStaticFrames > 10)
m_nStaticFrames = 10;
skipPhysics = true;
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
}
}else
m_nStaticFrames = 0;
}
// Postpone
for(i = 0; i < 4; i++)
if(m_aGroundPhysical[i] && !CWorld::bForceProcessControl && m_aGroundPhysical[i]->bIsInSafePosition){
bWasPostponed = true;
return;
}
VehicleDamage(0.0f, 0);
// special control
switch(GetModelIndex()){
case MI_FIRETRUCK:
FireTruckControl();
break;
case MI_RHINO:
TankControl();
BlowUpCarsInPath();
break;
case MI_YARDIE:
// beta also had esperanto here it seems
HydraulicControl();
break;
default:
if(CVehicle::bCheat3){
// Make vehicle jump when horn is sounded
if(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_fMass*0.035f, GetForward()*1.0f);
}
}
break;
}
float brake;
if(skipPhysics){
bHasContacted = false;
bIsInSafePosition = false;
bWasPostponed = false;
bHasHitWall = false;
m_nCollisionRecords = 0;
bHasCollided = false;
bVehicleColProcessed = false;
m_nDamagePieceType = 0;
m_fDamageImpulse = 0.0f;
m_pDamageEntity = nil;
m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
}else{
// This has to be done if ProcessEntityCollision wasn't called
if(!bVehicleColProcessed){
CMatrix mat(GetMatrix());
bIsStuck = false;
bHasContacted = false;
bIsInSafePosition = false;
bWasPostponed = false;
bHasHitWall = false;
m_fDistanceTravelled = 0.0f;
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 model space
for(i = 0; i < 4; i++){
// Set spring under certain circumstances
if(Damage.GetWheelStatus(i) == WHEEL_STATUS_MISSING)
m_aSuspensionSpringRatio[i] = 1.0f;
else if(Damage.GetWheelStatus(i) == WHEEL_STATUS_BURST){
// wheel more bumpy the faster we are
if(CGeneral::GetRandomNumberInRange(0, (uint16)(40*fwdSpeed) + 98) < 100){
m_aSuspensionSpringRatio[i] += 0.3f*(m_aSuspensionLineLength[i]-m_aSuspensionSpringLength[i])/m_aSuspensionSpringLength[i];
if(m_aSuspensionSpringRatio[i] > 1.0f)
m_aSuspensionSpringRatio[i] = 1.0f;
}
}
// get points and directions if spring is compressed
if(m_aSuspensionSpringRatio[i] < 1.0f){
contactPoints[i] = m_aWheelColPoints[i].point - GetPosition();
springDirections[i] = Multiply3x3(GetMatrix(), colModel->lines[i].p1 - colModel->lines[i].p0);
springDirections[i].Normalise();
}
}
// Make springs push up vehicle
for(i = 0; i < 4; i++){
if(m_aSuspensionSpringRatio[i] < 1.0f){
float bias = pHandling->fSuspensionBias;
if(i == CARWHEEL_REAR_LEFT || i == CARWHEEL_REAR_RIGHT)
bias = 1.0f - bias;
ApplySpringCollision(pHandling->fSuspensionForceLevel,
springDirections[i], contactPoints[i],
m_aSuspensionSpringRatio[i], bias);
m_aWheelSkidmarkMuddy[i] =
m_aWheelColPoints[i].surfaceB == SURFACE_GRASS ||
m_aWheelColPoints[i].surfaceB == SURFACE_MUD_DRY ||
m_aWheelColPoints[i].surfaceB == SURFACE_SAND;
}else{
contactPoints[i] = Multiply3x3(GetMatrix(), colModel->lines[i].p1);
}
}
// Get speed at contact points
for(i = 0; i < 4; i++){
contactSpeeds[i] = GetSpeed(contactPoints[i]);
if(m_aGroundPhysical[i]){
// subtract movement of physical we're standing on
contactSpeeds[i] -= m_aGroundPhysical[i]->GetSpeed(m_aGroundOffset[i]);
#ifndef FIX_BUGS
// this shouldn't be reset because we still need it below
m_aGroundPhysical[i] = nil;
#endif
}
}
// dampen springs
for(i = 0; i < 4; i++)
if(m_aSuspensionSpringRatio[i] < 1.0f)
ApplySpringDampening(pHandling->fSuspensionDampingLevel,
springDirections[i], contactPoints[i], contactSpeeds[i]);
// Get speed at contact points again
for(i = 0; i < 4; i++){
contactSpeeds[i] = GetSpeed(contactPoints[i]);
if(m_aGroundPhysical[i]){
// subtract movement of physical we're standing on
contactSpeeds[i] -= m_aGroundPhysical[i]->GetSpeed(m_aGroundOffset[i]);
m_aGroundPhysical[i] = nil;
}
}
bool gripCheat = true;
fwdSpeed = DotProduct(m_vecMoveSpeed, GetForward());
if(!strongGrip1 && !CVehicle::bCheat3)
gripCheat = false;
float acceleration = pHandling->Transmission.CalculateDriveAcceleration(m_fGasPedal, m_nCurrentGear, m_fChangeGearTime, fwdSpeed, gripCheat);
acceleration /= m_fForceMultiplier;
// unused
if(GetModelIndex() == MI_MIAMI_RCBARON ||
GetModelIndex() == MI_MIAMI_RCRAIDER ||
GetModelIndex() == MI_MIAMI_SPARROW)
acceleration = 0.0f;
brake = m_fBrakePedal * pHandling->fBrakeDeceleration * CTimer::GetTimeStep();
bool neutralHandling = !!(pHandling->Flags & HANDLING_NEUTRALHANDLING);
float brakeBiasFront = neutralHandling ? 1.0f : 2.0f*pHandling->fBrakeBias;
float brakeBiasRear = neutralHandling ? 1.0f : 2.0f*(1.0f-pHandling->fBrakeBias);
float tractionBiasFront = neutralHandling ? 1.0f : 2.0f*pHandling->fTractionBias;
float tractionBiasRear = neutralHandling ? 1.0f : 2.0f-tractionBiasFront;
// Count how many wheels are touching the ground
m_nWheelsOnGround = 0;
m_nDriveWheelsOnGroundPrev = m_nDriveWheelsOnGround;
m_nDriveWheelsOnGround = 0;
for(i = 0; i < 4; i++){
if(m_aSuspensionSpringRatio[i] < 1.0f)
m_aWheelTimer[i] = 4.0f;
else
m_aWheelTimer[i] = Max(m_aWheelTimer[i]-CTimer::GetTimeStep(), 0.0f);
if(m_aWheelTimer[i] > 0.0f){
m_nWheelsOnGround++;
switch(pHandling->Transmission.nDriveType){
case '4':
m_nDriveWheelsOnGround++;
break;
case 'F':
if(i == CARWHEEL_FRONT_LEFT || i == CARWHEEL_FRONT_RIGHT)
m_nDriveWheelsOnGround++;
break;
case 'R':
if(i == CARWHEEL_REAR_LEFT || i == CARWHEEL_REAR_RIGHT)
m_nDriveWheelsOnGround++;
break;
}
}
}
float traction;
if(GetStatus() == STATUS_PHYSICS)
traction = 0.004f * m_fTraction;
else
traction = 0.004f;
traction *= pHandling->fTractionMultiplier / 4.0f;
traction /= m_fForceMultiplier;
if(CVehicle::bCheat3)
traction *= 4.0f;
if(FindPlayerVehicle() && FindPlayerVehicle() == this){
if(CPad::GetPad(0)->WeaponJustDown()){
if(m_bombType == CARBOMB_TIMED){
m_bombType = CARBOMB_TIMEDACTIVE;
m_nBombTimer = 7000;
m_pBlowUpEntity = FindPlayerPed();
CGarages::TriggerMessage("GA_12", -1, 3000, -1);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_BOMB_TIMED_ACTIVATED, 1.0f);
}else if(m_bombType == CARBOMB_ONIGNITION){
m_bombType = CARBOMB_ONIGNITIONACTIVE;
CGarages::TriggerMessage("GA_12", -1, 3000, -1);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_BOMB_ONIGNITION_ACTIVATED, 1.0f);
}
}
}else if(strongGrip1 || CVehicle::bCheat3){
traction *= 1.2f;
acceleration *= 1.4f;
if(strongGrip2 || CVehicle::bCheat3){
traction *= 1.3f;
acceleration *= 1.4f;
}
}
static float fThrust;
static tWheelState WheelState[4];
// Process front wheels on ground
if(m_aWheelTimer[CARWHEEL_FRONT_LEFT] > 0.0f || m_aWheelTimer[CARWHEEL_FRONT_RIGHT] > 0.0f){
float s = Sin(m_fSteerAngle);
float c = Cos(m_fSteerAngle);
CVector wheelFwd = Multiply3x3(GetMatrix(), CVector(-s, c, 0.0f));
CVector wheelRight = Multiply3x3(GetMatrix(), CVector(c, s, 0.0f));
if(m_aWheelTimer[CARWHEEL_FRONT_LEFT] > 0.0f){
if(mod_HandlingManager.HasRearWheelDrive(pHandling->nIdentifier))
fThrust = 0.0f;
else
fThrust = acceleration;
m_aWheelColPoints[CARWHEEL_FRONT_LEFT].surfaceA = SURFACE_WHEELBASE;
float adhesion = CSurfaceTable::GetAdhesiveLimit(m_aWheelColPoints[CARWHEEL_FRONT_LEFT])*traction;
if(GetStatus() == STATUS_PLAYER)
adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_FRONT_LEFT].surfaceB);
WheelState[CARWHEEL_FRONT_LEFT] = m_aWheelState[CARWHEEL_FRONT_LEFT];
if(Damage.GetWheelStatus(VEHWHEEL_FRONT_LEFT) == WHEEL_STATUS_BURST)
ProcessWheel(wheelFwd, wheelRight,
contactSpeeds[CARWHEEL_FRONT_LEFT], contactPoints[CARWHEEL_FRONT_LEFT],
m_nWheelsOnGround, fThrust,
brake*brakeBiasFront,
adhesion*tractionBiasFront*Damage.m_fWheelDamageEffect,
CARWHEEL_FRONT_LEFT,
&m_aWheelSpeed[CARWHEEL_FRONT_LEFT],
&WheelState[CARWHEEL_FRONT_LEFT],
WHEEL_STATUS_BURST);
else
ProcessWheel(wheelFwd, wheelRight,
contactSpeeds[CARWHEEL_FRONT_LEFT], contactPoints[CARWHEEL_FRONT_LEFT],
m_nWheelsOnGround, fThrust,
brake*brakeBiasFront,
adhesion*tractionBiasFront,
CARWHEEL_FRONT_LEFT,
&m_aWheelSpeed[CARWHEEL_FRONT_LEFT],
&WheelState[CARWHEEL_FRONT_LEFT],
WHEEL_STATUS_OK);
}
if(m_aWheelTimer[CARWHEEL_FRONT_RIGHT] > 0.0f){
if(mod_HandlingManager.HasRearWheelDrive(pHandling->nIdentifier))
fThrust = 0.0f;
else
fThrust = acceleration;
m_aWheelColPoints[CARWHEEL_FRONT_RIGHT].surfaceA = SURFACE_WHEELBASE;
float adhesion = CSurfaceTable::GetAdhesiveLimit(m_aWheelColPoints[CARWHEEL_FRONT_RIGHT])*traction;
if(GetStatus() == STATUS_PLAYER)
adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_FRONT_RIGHT].surfaceB);
WheelState[CARWHEEL_FRONT_RIGHT] = m_aWheelState[CARWHEEL_FRONT_RIGHT];
if(Damage.GetWheelStatus(VEHWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST)
ProcessWheel(wheelFwd, wheelRight,
contactSpeeds[CARWHEEL_FRONT_RIGHT], contactPoints[CARWHEEL_FRONT_RIGHT],
m_nWheelsOnGround, fThrust,
brake*brakeBiasFront,
adhesion*tractionBiasFront*Damage.m_fWheelDamageEffect,
CARWHEEL_FRONT_RIGHT,
&m_aWheelSpeed[CARWHEEL_FRONT_RIGHT],
&WheelState[CARWHEEL_FRONT_RIGHT],
WHEEL_STATUS_BURST);
else
ProcessWheel(wheelFwd, wheelRight,
contactSpeeds[CARWHEEL_FRONT_RIGHT], contactPoints[CARWHEEL_FRONT_RIGHT],
m_nWheelsOnGround, fThrust,
brake*brakeBiasFront,
adhesion*tractionBiasFront,
CARWHEEL_FRONT_RIGHT,
&m_aWheelSpeed[CARWHEEL_FRONT_RIGHT],
&WheelState[CARWHEEL_FRONT_RIGHT],
WHEEL_STATUS_OK);
}
}
// Process front wheels off ground
if(m_aWheelTimer[CARWHEEL_FRONT_LEFT] <= 0.0f){
if(mod_HandlingManager.HasRearWheelDrive(pHandling->nIdentifier) || acceleration == 0.0f)
m_aWheelSpeed[CARWHEEL_FRONT_LEFT] *= 0.95f;
else{
if(acceleration > 0.0f){
if(m_aWheelSpeed[CARWHEEL_FRONT_LEFT] < 2.0f)
m_aWheelSpeed[CARWHEEL_FRONT_LEFT] -= 0.2f;
}else{
if(m_aWheelSpeed[CARWHEEL_FRONT_LEFT] > -2.0f)
m_aWheelSpeed[CARWHEEL_FRONT_LEFT] += 0.1f;
}
}
m_aWheelRotation[CARWHEEL_FRONT_LEFT] += m_aWheelSpeed[CARWHEEL_FRONT_LEFT];
}
if(m_aWheelTimer[CARWHEEL_FRONT_RIGHT] <= 0.0f){
if(mod_HandlingManager.HasRearWheelDrive(pHandling->nIdentifier) || acceleration == 0.0f)
m_aWheelSpeed[CARWHEEL_FRONT_RIGHT] *= 0.95f;
else{
if(acceleration > 0.0f){
if(m_aWheelSpeed[CARWHEEL_FRONT_RIGHT] < 2.0f)
m_aWheelSpeed[CARWHEEL_FRONT_RIGHT] -= 0.2f;
}else{
if(m_aWheelSpeed[CARWHEEL_FRONT_RIGHT] > -2.0f)
m_aWheelSpeed[CARWHEEL_FRONT_RIGHT] += 0.1f;
}
}
m_aWheelRotation[CARWHEEL_FRONT_RIGHT] += m_aWheelSpeed[CARWHEEL_FRONT_RIGHT];
}
// Process rear wheels
if(m_aWheelTimer[CARWHEEL_REAR_LEFT] > 0.0f || m_aWheelTimer[CARWHEEL_REAR_RIGHT] > 0.0f){
CVector wheelFwd = GetForward();
CVector wheelRight = GetRight();
#ifdef FIX_BUGS
// Not sure if this is needed, but brake usually has timestep as a factor
if(bIsHandbrakeOn)
brake = 20000.0f * CTimer::GetTimeStepFix();
#else
if(bIsHandbrakeOn)
brake = 20000.0f;
#endif
if(m_aWheelTimer[CARWHEEL_REAR_LEFT] > 0.0f){
if(mod_HandlingManager.HasFrontWheelDrive(pHandling->nIdentifier))
fThrust = 0.0f;
else
fThrust = acceleration;
m_aWheelColPoints[CARWHEEL_REAR_LEFT].surfaceA = SURFACE_WHEELBASE;
float adhesion = CSurfaceTable::GetAdhesiveLimit(m_aWheelColPoints[CARWHEEL_REAR_LEFT])*traction;
if(GetStatus() == STATUS_PLAYER)
adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_REAR_LEFT].surfaceB);
WheelState[CARWHEEL_REAR_LEFT] = m_aWheelState[CARWHEEL_REAR_LEFT];
if(Damage.GetWheelStatus(VEHWHEEL_REAR_LEFT) == WHEEL_STATUS_BURST)
ProcessWheel(wheelFwd, wheelRight,
contactSpeeds[CARWHEEL_REAR_LEFT], contactPoints[CARWHEEL_REAR_LEFT],
m_nWheelsOnGround, fThrust,
brake*brakeBiasRear,
adhesion*tractionBiasRear*Damage.m_fWheelDamageEffect,
CARWHEEL_REAR_LEFT,
&m_aWheelSpeed[CARWHEEL_REAR_LEFT],
&WheelState[CARWHEEL_REAR_LEFT],
WHEEL_STATUS_BURST);
else
ProcessWheel(wheelFwd, wheelRight,
contactSpeeds[CARWHEEL_REAR_LEFT], contactPoints[CARWHEEL_REAR_LEFT],
m_nWheelsOnGround, fThrust,
brake*brakeBiasRear,
adhesion*tractionBiasRear,
CARWHEEL_REAR_LEFT,
&m_aWheelSpeed[CARWHEEL_REAR_LEFT],
&WheelState[CARWHEEL_REAR_LEFT],
WHEEL_STATUS_OK);
}
if(m_aWheelTimer[CARWHEEL_REAR_RIGHT] > 0.0f){
if(mod_HandlingManager.HasFrontWheelDrive(pHandling->nIdentifier))
fThrust = 0.0f;
else
fThrust = acceleration;
m_aWheelColPoints[CARWHEEL_REAR_RIGHT].surfaceA = SURFACE_WHEELBASE;
float adhesion = CSurfaceTable::GetAdhesiveLimit(m_aWheelColPoints[CARWHEEL_REAR_RIGHT])*traction;
if(GetStatus() == STATUS_PLAYER)
adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_REAR_RIGHT].surfaceB);
WheelState[CARWHEEL_REAR_RIGHT] = m_aWheelState[CARWHEEL_REAR_RIGHT];
if(Damage.GetWheelStatus(VEHWHEEL_REAR_RIGHT) == WHEEL_STATUS_BURST)
ProcessWheel(wheelFwd, wheelRight,
contactSpeeds[CARWHEEL_REAR_RIGHT], contactPoints[CARWHEEL_REAR_RIGHT],
m_nWheelsOnGround, fThrust,
brake*brakeBiasRear,
adhesion*tractionBiasRear*Damage.m_fWheelDamageEffect,
CARWHEEL_REAR_RIGHT,
&m_aWheelSpeed[CARWHEEL_REAR_RIGHT],
&WheelState[CARWHEEL_REAR_RIGHT],
WHEEL_STATUS_BURST);
else
ProcessWheel(wheelFwd, wheelRight,
contactSpeeds[CARWHEEL_REAR_RIGHT], contactPoints[CARWHEEL_REAR_RIGHT],
m_nWheelsOnGround, fThrust,
brake*brakeBiasRear,
adhesion*tractionBiasRear,
CARWHEEL_REAR_RIGHT,
&m_aWheelSpeed[CARWHEEL_REAR_RIGHT],
&WheelState[CARWHEEL_REAR_RIGHT],
WHEEL_STATUS_OK);
}
}
// Process rear wheels off ground
if(m_aWheelTimer[CARWHEEL_REAR_LEFT] <= 0.0f){
if(mod_HandlingManager.HasFrontWheelDrive(pHandling->nIdentifier) || acceleration == 0.0f)
m_aWheelSpeed[CARWHEEL_REAR_LEFT] *= 0.95f;
else{
if(acceleration > 0.0f){
if(m_aWheelSpeed[CARWHEEL_REAR_LEFT] < 2.0f)
m_aWheelSpeed[CARWHEEL_REAR_LEFT] -= 0.2f;
}else{
if(m_aWheelSpeed[CARWHEEL_REAR_LEFT] > -2.0f)
m_aWheelSpeed[CARWHEEL_REAR_LEFT] += 0.1f;
}
}
m_aWheelRotation[CARWHEEL_REAR_LEFT] += m_aWheelSpeed[CARWHEEL_REAR_LEFT];
}
if(m_aWheelTimer[CARWHEEL_REAR_RIGHT] <= 0.0f){
if(mod_HandlingManager.HasFrontWheelDrive(pHandling->nIdentifier) || acceleration == 0.0f)
m_aWheelSpeed[CARWHEEL_REAR_RIGHT] *= 0.95f;
else{
if(acceleration > 0.0f){
if(m_aWheelSpeed[CARWHEEL_REAR_RIGHT] < 2.0f)
m_aWheelSpeed[CARWHEEL_REAR_RIGHT] -= 0.2f;
}else{
if(m_aWheelSpeed[CARWHEEL_REAR_RIGHT] > -2.0f)
m_aWheelSpeed[CARWHEEL_REAR_RIGHT] += 0.1f;
}
}
m_aWheelRotation[CARWHEEL_REAR_RIGHT] += m_aWheelSpeed[CARWHEEL_REAR_RIGHT];
}
for(i = 0; i < 4; i++){
float wheelPos = colModel->lines[i].p0.z;
if(m_aSuspensionSpringRatio[i] > 0.0f)
wheelPos -= m_aSuspensionSpringRatio[i]*m_aSuspensionSpringLength[i];
m_aWheelPosition[i] += (wheelPos - m_aWheelPosition[i])*0.75f;
}
for(i = 0; i < 4; i++)
m_aWheelState[i] = WheelState[i];
// Process horn
if(GetStatus() != STATUS_PLAYER){
ReduceHornCounter();
}else{
if(GetModelIndex() == MI_MRWHOOP){
if(Pads[0].bHornHistory[Pads[0].iCurrHornHistory] &&
!Pads[0].bHornHistory[(Pads[0].iCurrHornHistory+4) % 5]){
m_bSirenOrAlarm = !m_bSirenOrAlarm;
printf("m_bSirenOrAlarm toggled to %d\n", m_bSirenOrAlarm);
}
}else if(UsesSiren(GetModelIndex())){
if(Pads[0].bHornHistory[Pads[0].iCurrHornHistory]){
if(Pads[0].bHornHistory[(Pads[0].iCurrHornHistory+4) % 5] &&
Pads[0].bHornHistory[(Pads[0].iCurrHornHistory+3) % 5])
m_nCarHornTimer = 1;
else
m_nCarHornTimer = 0;
}else if(Pads[0].bHornHistory[(Pads[0].iCurrHornHistory+4) % 5] &&
!Pads[0].bHornHistory[(Pads[0].iCurrHornHistory+1) % 5]){
m_nCarHornTimer = 0;
m_bSirenOrAlarm = !m_bSirenOrAlarm;
}else
m_nCarHornTimer = 0;
}else if(GetModelIndex() != MI_YARDIE && !CVehicle::bCheat3){
if(Pads[0].GetHorn())
m_nCarHornTimer = 1;
else
m_nCarHornTimer = 0;
}
}
// Flying
if(GetStatus() != STATUS_PLAYER && GetStatus() != STATUS_PLAYER_REMOTE && GetStatus() != STATUS_PHYSICS){
if(GetModelIndex() == MI_MIAMI_RCRAIDER || GetModelIndex() == MI_MIAMI_SPARROW)
m_aWheelSpeed[0] = Max(m_aWheelSpeed[0]-0.0005f, 0.0f);
}else if((GetModelIndex() == MI_DODO || CVehicle::bAllDodosCheat) &&
m_vecMoveSpeed.Magnitude() > 0.0f && CTimer::GetTimeStep() > 0.0f){
#ifdef ALT_DODO_CHEAT
if (bAltDodoCheat)
FlyingControl(FLIGHT_MODEL_SEAPLANE);
else
#endif
FlyingControl(FLIGHT_MODEL_DODO);
}else if(GetModelIndex() == MI_MIAMI_RCBARON){
FlyingControl(FLIGHT_MODEL_RCPLANE);
}else if(GetModelIndex() == MI_MIAMI_RCRAIDER || GetModelIndex() == MI_MIAMI_SPARROW || bAllCarCheat){
#ifdef ALLCARSHELI_CHEAT
if (bAllCarCheat)
FlyingControl(FLIGHT_MODEL_HELI);
else
#endif
{
if (CPad::GetPad(0)->GetCircleJustDown())
m_aWheelSpeed[0] = Max(m_aWheelSpeed[0] - 0.03f, 0.0f);
if (m_aWheelSpeed[0] < 0.22f)
m_aWheelSpeed[0] += 0.0001f;
if (m_aWheelSpeed[0] > 0.15f)
FlyingControl(FLIGHT_MODEL_HELI);
}
}
}
// Process car on fire
// A similar calculation of damagePos is done elsewhere for smoke
uint8 engineStatus = Damage.GetEngineStatus();
CVector damagePos = ((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->m_positions[CAR_POS_HEADLIGHTS];
switch(Damage.GetDoorStatus(DOOR_BONNET)){
case DOOR_STATUS_OK:
case DOOR_STATUS_SMASHED:
// Bonnet is still there, smoke comes out at the edge
damagePos += vecDAMAGE_ENGINE_POS_SMALL;
break;
case DOOR_STATUS_SWINGING:
case DOOR_STATUS_MISSING:
// Bonnet is gone, smoke comes out at the engine
damagePos += vecDAMAGE_ENGINE_POS_BIG;
break;
}
// move fire forward if in first person
if(this == FindPlayerVehicle() && TheCamera.GetLookingForwardFirstPerson())
if(m_fHealth < 250.0f && 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, 0.9f);
CVector coors = damagePos;
coors.x += CGeneral::GetRandomNumberInRange(-0.5625f, 0.5625f),
coors.y += CGeneral::GetRandomNumberInRange(-0.5625f, 0.5625f),
coors.z += CGeneral::GetRandomNumberInRange(0.5625f, 2.25f);
CParticle::AddParticle(PARTICLE_CARFLAME_SMOKE, coors, CVector(0.0f, 0.0f, 0.0f));
CParticle::AddParticle(PARTICLE_ENGINE_SMOKE2, damagePos, CVector(0.0f, 0.0f, 0.0f), nil, 0.5f);
// Blow up car after 5 seconds
m_fFireBlowUpTimer += CTimer::GetTimeStepInMilliseconds();
if(m_fFireBlowUpTimer > 5000.0f){
CWorld::Players[CWorld::PlayerInFocus].AwardMoneyForExplosion(this);
BlowUpCar(m_pSetOnFireEntity);
}
}else
m_fFireBlowUpTimer = 0.0f;
// Decrease car health if engine is damaged badly
if(engineStatus > ENGINE_STATUS_ON_FIRE && m_fHealth > 250.0f)
m_fHealth -= 2.0f;
ProcessDelayedExplosion();
if(m_bSirenOrAlarm && (CTimer::GetFrameCounter()&7) == 5 &&
UsesSiren(GetModelIndex()) && GetModelIndex() != MI_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;
for(i = 0; i < 4; i++){
float suspChange = m_aSuspensionSpringRatioPrev[i] - m_aSuspensionSpringRatio[i];
if(suspChange > 0.3f){
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_JUMP, suspChange);
if(suspChange > suspShake)
suspShake = suspChange;
}
uint8 surf = m_aWheelColPoints[i].surfaceB;
if(surf == SURFACE_GRAVEL || surf == SURFACE_WATER || surf == SURFACE_HEDGE){
if(surfShake < 0.2f)
surfShake = 0.3f;
}else if(surf == SURFACE_MUD_DRY || surf == SURFACE_SAND){
if(surfShake < 0.1f)
surfShake = 0.2f;
}else if(surf == SURFACE_GRASS){
if(surfShake < 0.05f)
surfShake = 0.1f;
}
m_aSuspensionSpringRatioPrev[i] = m_aSuspensionSpringRatio[i];
m_aSuspensionSpringRatio[i] = 1.0f;
}
// Shake pad
if((suspShake > 0.0f || surfShake > 0.0f) && 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;
if(!bWarnedPeds)
CCarCtrl::ScanForPedDanger(this);
// Turn around at the edge of the world
// TODO: make the numbers defines
float heading;
if(GetPosition().x > 1900.0f){
if(m_vecMoveSpeed.x > 0.0f)
m_vecMoveSpeed.x *= -1.0f;
heading = GetForward().Heading();
if(heading > 0.0f) // going west
SetHeading(-heading);
}else if(GetPosition().x < -1900.0f){
if(m_vecMoveSpeed.x < 0.0f)
m_vecMoveSpeed.x *= -1.0f;
heading = GetForward().Heading();
if(heading < 0.0f) // going east
SetHeading(-heading);
}
if(GetPosition().y > 1900.0f){
if(m_vecMoveSpeed.y > 0.0f)
m_vecMoveSpeed.y *= -1.0f;
heading = GetForward().Heading();
if(heading < HALFPI && heading > 0.0f)
SetHeading(PI-heading);
else if(heading > -HALFPI && heading < 0.0f)
SetHeading(-PI-heading);
}else if(GetPosition().y < -1900.0f){
if(m_vecMoveSpeed.y < 0.0f)
m_vecMoveSpeed.y *= -1.0f;
heading = GetForward().Heading();
if(heading > HALFPI)
SetHeading(PI-heading);
else if(heading < -HALFPI)
SetHeading(-PI-heading);
}
if(bInfiniteMass){
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
}else if(!skipPhysics &&
(m_fGasPedal == 0.0f && brake == 0.0f || GetStatus() == STATUS_WRECKED)){
if(Abs(m_vecMoveSpeed.x) < 0.005f &&
Abs(m_vecMoveSpeed.y) < 0.005f &&
Abs(m_vecMoveSpeed.z) < 0.005f){
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
m_vecTurnSpeed.z = 0.0f;
}
}
}
void
CAutomobile::Teleport(CVector pos)
{
CWorld::Remove(this);
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_RCBANDIT){
CVector pos = GetMatrix() * CVector(0.218f, -0.444f, 0.391f);
CAntennas::RegisterOne((uintptr)this, GetUp(), pos, 1.0f);
}
float fwdSpeed = DotProduct(m_vecMoveSpeed, GetForward())*180.0f;
// Wheel particles
if(GetModelIndex() == MI_DODO){
; // nothing
}else if(GetModelIndex() == MI_RCBANDIT){
for(i = 0; i < 4; i++){
// Game has same code three times here
switch(m_aWheelState[i]){
case WHEEL_STATE_SPINNING:
case WHEEL_STATE_SKIDDING:
case WHEEL_STATE_FIXED:
CParticle::AddParticle(PARTICLE_RUBBER_SMOKE,
m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.05f),
CVector(0.0f, 0.0f, 0.0f), nil, 0.1f);
break;
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++){
switch(m_aWheelState[i]){
case WHEEL_STATE_SPINNING:
if(AddWheelDirtAndWater(&m_aWheelColPoints[i], drawParticles)){
CParticle::AddParticle(PARTICLE_BURNINGRUBBER_SMOKE,
m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.25f),
CVector(0.0f, 0.0f, 0.0f));
CParticle::AddParticle(PARTICLE_BURNINGRUBBER_SMOKE,
m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.25f),
CVector(0.0f, 0.0f, 0.05f));
}
CParticle::AddParticle(PARTICLE_RUBBER_SMOKE,
m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.25f),
CVector(0.0f, 0.0f, 0.0f));
if(m_aWheelTimer[i] > 0.0f)
CSkidmarks::RegisterOne((uintptr)this + i, m_aWheelColPoints[i].point,
GetForward().x, GetForward().y,
&m_aWheelSkidmarkMuddy[i], &m_aWheelSkidmarkBloody[i]);
break;
case WHEEL_STATE_SKIDDING:
if(i == CARWHEEL_REAR_LEFT || i == CARWHEEL_REAR_RIGHT || rearSkidding){
// same as below
AddWheelDirtAndWater(&m_aWheelColPoints[i], drawParticles);
CParticle::AddParticle(PARTICLE_RUBBER_SMOKE,
m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.25f),
CVector(0.0f, 0.0f, 0.0f));
if(m_aWheelTimer[i] > 0.0f)
CSkidmarks::RegisterOne((uintptr)this + i, m_aWheelColPoints[i].point,
GetForward().x, GetForward().y,
&m_aWheelSkidmarkMuddy[i], &m_aWheelSkidmarkBloody[i]);
}
break;
case WHEEL_STATE_FIXED:
AddWheelDirtAndWater(&m_aWheelColPoints[i], drawParticles);
CParticle::AddParticle(PARTICLE_RUBBER_SMOKE,
m_aWheelColPoints[i].point + CVector(0.0f, 0.0f, 0.25f),
CVector(0.0f, 0.0f, 0.0f));
if(m_aWheelTimer[i] > 0.0f)
CSkidmarks::RegisterOne((uintptr)this + i, m_aWheelColPoints[i].point,
GetForward().x, GetForward().y,
&m_aWheelSkidmarkMuddy[i], &m_aWheelSkidmarkBloody[i]);
break;
default:
if(Abs(fwdSpeed) > 0.5f)
AddWheelDirtAndWater(&m_aWheelColPoints[i], drawParticles);
if(m_aWheelSkidmarkBloody[i] && m_aWheelTimer[i] > 0.0f)
CSkidmarks::RegisterOne((uintptr)this + i, m_aWheelColPoints[i].point,
GetForward().x, GetForward().y,
&m_aWheelSkidmarkMuddy[i], &m_aWheelSkidmarkBloody[i]);
}
}
}
}
if(m_aCarNodes[CAR_WHEEL_RM]){
// assume middle wheels are two units before rear ones
CVector offset = GetForward()*2.0f;
switch(m_aWheelState[CARWHEEL_REAR_LEFT]){
// Game has same code three times here
case WHEEL_STATE_SPINNING:
case WHEEL_STATE_SKIDDING:
case WHEEL_STATE_FIXED:
CParticle::AddParticle(PARTICLE_RUBBER_SMOKE,
m_aWheelColPoints[CARWHEEL_REAR_LEFT].point + CVector(0.0f, 0.0f, 0.25f) + offset,
CVector(0.0f, 0.0f, 0.0f));
if(m_aWheelTimer[CARWHEEL_REAR_LEFT] > 0.0f)
CSkidmarks::RegisterOne((uintptr)this + CARWHEEL_REAR_LEFT,
m_aWheelColPoints[CARWHEEL_REAR_LEFT].point + offset,
GetForward().x, GetForward().y,
&m_aWheelSkidmarkMuddy[CARWHEEL_REAR_LEFT], &m_aWheelSkidmarkBloody[CARWHEEL_REAR_LEFT]);
break;
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_aWheelSkidmarkMuddy[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 && fwdSpeed < 90.0f){
CVector exhaustPos = mi->m_positions[CAR_POS_EXHAUST];
CVector pos1, pos2, dir;
if(exhaustPos != CVector(0.0f, 0.0f, 0.0f)){
dir.z = 0.0f;
if(fwdSpeed < 10.0f){
CVector steerFwd(-Sin(m_fSteerAngle), Cos(m_fSteerAngle), 0.0f);
steerFwd = Multiply3x3(GetMatrix(), steerFwd);
float r = CGeneral::GetRandomNumberInRange(-0.06f, -0.03f);
dir.x = steerFwd.x * r;
dir.y = steerFwd.y * r;
}else{
dir.x = m_vecMoveSpeed.x;
dir.y = m_vecMoveSpeed.y;
}
bool dblExhaust = false;
pos1 = GetMatrix() * exhaustPos;
if(pHandling->Flags & HANDLING_DBL_EXHAUST){
dblExhaust = true;
pos2 = exhaustPos;
pos2.x = -pos2.x;
pos2 = GetMatrix() * pos2;
}
n = 4.0f*m_fGasPedal;
if(dblExhaust)
for(i = 0; i <= n; i++){
CParticle::AddParticle(PARTICLE_EXHAUST_FUMES, pos1, dir);
CParticle::AddParticle(PARTICLE_EXHAUST_FUMES, pos2, dir);
}
else
for(i = 0; i <= n; i++)
CParticle::AddParticle(PARTICLE_EXHAUST_FUMES, pos1, dir);
}
}
// Siren and taxi lights
switch(GetModelIndex()){
case MI_FIRETRUCK:
case MI_AMBULAN:
case MI_POLICE:
case MI_ENFORCER:
if(m_bSirenOrAlarm){
CVector pos1, pos2;
uint8 r1, g1, b1;
uint8 r2, g2, b2;
uint8 r, g, b;
switch(GetModelIndex()){
case MI_FIRETRUCK:
pos1 = CVector(1.1f, 1.7f, 2.0f);
pos2 = CVector(-1.1f, 1.7f, 2.0f);
r1 = 255; g1 = 0; b1 = 0;
r2 = 255; g2 = 255; b2 = 0;
break;
case MI_AMBULAN:
pos1 = CVector(1.1f, 0.9f, 1.6f);
pos2 = CVector(-1.1f, 0.9f, 1.6f);
r1 = 255; g1 = 0; b1 = 0;
r2 = 255; g2 = 255; b2 = 255;
break;
case MI_POLICE:
pos1 = CVector(0.7f, -0.4f, 1.0f);
pos2 = CVector(-0.7f, -0.4f, 1.0f);
r1 = 255; g1 = 0; b1 = 0;
r2 = 0; g2 = 0; b2 = 255;
break;
case MI_ENFORCER:
pos1 = CVector(1.1f, 0.8f, 1.2f);
pos2 = CVector(-1.1f, 0.8f, 1.2f);
r1 = 255; g1 = 0; b1 = 0;
r2 = 0; g2 = 0; b2 = 255;
break;
}
uint32 t = CTimer::GetTimeInMilliseconds() & 0x3FF; // 1023
if(t < 512){
r = r1/6;
g = g1/6;
b = b1/6;
}else{
r = r2/6;
g = g2/6;
b = b2/6;
}
t = CTimer::GetTimeInMilliseconds() & 0x1FF; // 511
if(t < 100){
float f = t/100.0f;
r *= f;
g *= f;
b *= f;
}else if(t > 412){
float f = (512-t)/100.0f;
r *= f;
g *= f;
b *= f;
}
CVector pos = GetPosition();
float angle = (CTimer::GetTimeInMilliseconds() & 0x3FF)*TWOPI/0x3FF;
float s = 8.0f*Sin(angle);
float c = 8.0f*Cos(angle);
CShadows::StoreCarLightShadow(this, (uintptr)this + 21, gpShadowHeadLightsTex,
&pos, c, s, s, -c, r, g, b, 8.0f);
CPointLights::AddLight(CPointLights::LIGHT_POINT,
pos + GetUp()*2.0f, CVector(0.0f, 0.0f, 0.0f), 12.0f,
r*0.02f, g*0.02f, b*0.02f, CPointLights::FOG_NONE, true);
pos1 = GetMatrix() * pos1;
pos2 = GetMatrix() * pos2;
for(i = 0; i < 4; i++){
uint8 sirenTimer = ((CTimer::GetTimeInMilliseconds() + (i<<6))>>8) & 3;
pos = (pos1*i + pos2*(3.0f-i))/3.0f;
switch(sirenTimer){
case 0:
CCoronas::RegisterCorona((uintptr)this + 21 + i,
r1, g1, b1, 255,
pos, 0.4f, 50.0f,
CCoronas::TYPE_STAR,
i == 1 ? CCoronas::FLARE_HEADLIGHTS : CCoronas::FLARE_NONE,
CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f);
break;
case 2:
CCoronas::RegisterCorona((uintptr)this + 21 + i,
r2, g2, b2, 255,
pos, 0.4f, 50.0f,
CCoronas::TYPE_STAR,
CCoronas::FLARE_NONE,
CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f);
break;
default:
CCoronas::UpdateCoronaCoors((uintptr)this + 21 + i, pos, 50.0f, 0.0f);
break;
}
}
}
break;
case MI_FBICAR:
if(m_bSirenOrAlarm){
CVector pos = GetMatrix() * CVector(0.4f, 0.6f, 0.3f);
if(CTimer::GetTimeInMilliseconds() & 0x100 &&
DotProduct(GetForward(), GetPosition() - TheCamera.GetPosition()) < 0.0f)
CCoronas::RegisterCorona((uintptr)this + 21,
0, 0, 255, 255,
pos, 0.4f, 50.0f,
CCoronas::TYPE_STAR,
CCoronas::FLARE_NONE,
CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f);
else
CCoronas::UpdateCoronaCoors((uintptr)this + 21, pos, 50.0f, 0.0f);
}
break;
case MI_TAXI:
case MI_CABBIE:
case MI_BORGNINE:
if(bTaxiLight){
CVector pos = GetPosition() + GetUp()*0.95f;
CCoronas::RegisterCorona((uintptr)this + 21,
128, 128, 0, 255,
pos, 0.8f, 50.0f,
CCoronas::TYPE_NORMAL,
CCoronas::FLARE_NONE,
CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f);
CPointLights::AddLight(CPointLights::LIGHT_POINT,
pos, CVector(0.0f, 0.0f, 0.0f), 10.0f,
1.0f, 1.0f, 0.5f, CPointLights::FOG_NONE, true);
}
break;
}
if(GetModelIndex() != MI_RCBANDIT && GetModelIndex() != MI_DODO &&
GetModelIndex() != MI_RHINO) {
// 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
// BUG on PC: Abs of DotProduct is taken
float behindness = DotProduct(lookVector, GetForward());
behindness = clamp(behindness, -1.0f, 1.0f); // shouldn't be necessary
// 0.0 if behind car, PI if in front
// Abs not necessary
float angle = Abs(Acos(behindness));
// Headlights
CVector headLightPos = mi->m_positions[CAR_POS_HEADLIGHTS];
CVector lightR = GetMatrix() * headLightPos;
CVector lightL = lightR;
lightL -= GetRight()*2.0f*headLightPos.x;
// Headlight coronas
if(behindness < 0.0f){
// In front of car
float intensity = -0.5f*behindness + 0.3f;
float size = 1.0f - behindness;
if(behindness < -0.97f && camDist < 30.0f){
// Directly in front and not too far away
if(pHandling->Flags & HANDLING_HALOGEN_LIGHTS){
if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK)
CCoronas::RegisterCorona((uintptr)this + 6, 150, 150, 195, 255,
lightL, 1.2f, 45.0f*TheCamera.LODDistMultiplier,
CCoronas::TYPE_HEADLIGHT, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, angle);
if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK)
CCoronas::RegisterCorona((uintptr)this + 7, 150, 150, 195, 255,
lightR, 1.2f, 45.0f*TheCamera.LODDistMultiplier,
CCoronas::TYPE_HEADLIGHT, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, angle);
}else{
if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK)
CCoronas::RegisterCorona((uintptr)this + 6, 160, 160, 140, 255,
lightL, 1.2f, 45.0f*TheCamera.LODDistMultiplier,
CCoronas::TYPE_HEADLIGHT, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, angle);
if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK)
CCoronas::RegisterCorona((uintptr)this + 7, 160, 160, 140, 255,
lightR, 1.2f, 45.0f*TheCamera.LODDistMultiplier,
CCoronas::TYPE_HEADLIGHT, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, angle);
}
}
if(alarmOff){
if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK)
CCoronas::RegisterCorona((uintptr)this, 0, 0, 0, 0,
lightL, size, 0.0f,
CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle);
if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK)
CCoronas::RegisterCorona((uintptr)this + 1, 0, 0, 0, 0,
lightR, size, 0.0f,
CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle);
}else{
if(pHandling->Flags & HANDLING_HALOGEN_LIGHTS){
if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK)
CCoronas::RegisterCorona((uintptr)this, 190*intensity, 190*intensity, 255*intensity, 255,
lightL, size, 50.0f*TheCamera.LODDistMultiplier,
CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle);
if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK)
CCoronas::RegisterCorona((uintptr)this + 1, 190*intensity, 190*intensity, 255*intensity, 255,
lightR, size, 50.0f*TheCamera.LODDistMultiplier,
CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle);
}else{
if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK)
CCoronas::RegisterCorona((uintptr)this, 210*intensity, 210*intensity, 195*intensity, 255,
lightL, size, 50.0f*TheCamera.LODDistMultiplier,
CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle);
if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK)
CCoronas::RegisterCorona((uintptr)this + 1, 210*intensity, 210*intensity, 195*intensity, 255,
lightR, size, 50.0f*TheCamera.LODDistMultiplier,
CCoronas::TYPE_STREAK, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, angle);
}
}
}else{
// Behind car
if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK)
CCoronas::UpdateCoronaCoors((uintptr)this, lightL, 50.0f*TheCamera.LODDistMultiplier, angle);
if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK)
CCoronas::UpdateCoronaCoors((uintptr)this + 1, lightR, 50.0f*TheCamera.LODDistMultiplier, angle);
}
// bright lights
if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK && !bNoBrightHeadLights)
CBrightLights::RegisterOne(lightL, GetUp(), GetRight(), GetForward(), pHandling->FrontLights + 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(behindness > 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, 7.0f*fwd.y, -7.0f*fwd.x, 45, 45, 45, 7.0f);
f = (tailLightPos.y - 2.5f) - (headLightPos.y + 6.0f);
pos += CVector(f*fwd.x, f*fwd.y, 0.0f);
if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK ||
Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK)
CShadows::StoreCarLightShadow(this, (uintptr)this + 25, gpShadowExplosionTex, &pos,
3.0f, 0.0f, 0.0f, -3.0f, 35, 0, 0, 4.0f);
}
if(this == FindPlayerVehicle() && !alarmOff){
if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK ||
Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK)
CPointLights::AddLight(CPointLights::LIGHT_DIRECTIONAL, GetPosition(), GetForward(),
20.0f, 1.0f, 1.0f, 1.0f,
FindPlayerVehicle()->m_vecMoveSpeed.MagnitudeSqr2D() < sq(0.45f) ? CPointLights::FOG_NORMAL : CPointLights::FOG_NONE,
false);
CVector pos = GetPosition() - 4.0f*GetForward();
if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK ||
Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) {
if(m_fBrakePedal > 0.0f)
CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f),
10.0f, 1.0f, 0.0f, 0.0f,
CPointLights::FOG_NONE, false);
else
CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f),
7.0f, 0.6f, 0.0f, 0.0f,
CPointLights::FOG_NONE, false);
}
}
}else 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
}
CShadows::StoreShadowForCar(this);
}
void
CAutomobile::Render(void)
{
int i;
CMatrix mat;
CVector pos;
CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex());
if(GetModelIndex() == MI_RHINO && m_aCarNodes[CAR_BONNET]){
// Rotate Rhino turret
CMatrix m;
CVector p;
m.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BONNET]));
p = m.GetPosition();
m.SetRotateZ(m_fCarGunLR);
m.Translate(p);
m.UpdateRW();
}
CVector contactPoints[4]; // relative to model
CVector contactSpeeds[4]; // speed at contact points
CVector frontWheelFwd = Multiply3x3(GetMatrix(), CVector(-Sin(m_fSteerAngle), Cos(m_fSteerAngle), 0.0f));
CVector rearWheelFwd = GetForward();
for(i = 0; i < 4; i++){
if (m_aWheelTimer[i] > 0.0f) {
contactPoints[i] = m_aWheelColPoints[i].point - GetPosition();
contactSpeeds[i] = GetSpeed(contactPoints[i]);
if (i == CARWHEEL_FRONT_LEFT || i == CARWHEEL_FRONT_RIGHT)
m_aWheelSpeed[i] = ProcessWheelRotation(m_aWheelState[i], frontWheelFwd, contactSpeeds[i], 0.5f*mi->m_wheelScale);
else
m_aWheelSpeed[i] = ProcessWheelRotation(m_aWheelState[i], rearWheelFwd, contactSpeeds[i], 0.5f*mi->m_wheelScale);
m_aWheelRotation[i] += m_aWheelSpeed[i];
}
}
// Rear right wheel
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RB]));
pos.x = mat.GetPosition().x;
pos.y = mat.GetPosition().y;
pos.z = m_aWheelPosition[CARWHEEL_REAR_RIGHT];
if(Damage.GetWheelStatus(CARWHEEL_REAR_RIGHT) == WHEEL_STATUS_BURST)
mat.SetRotate(m_aWheelRotation[CARWHEEL_REAR_RIGHT], 0.0f, 0.3f*Sin(m_aWheelRotation[CARWHEEL_REAR_RIGHT]));
else
mat.SetRotateX(m_aWheelRotation[CARWHEEL_REAR_RIGHT]);
mat.Scale(mi->m_wheelScale);
mat.Translate(pos);
mat.UpdateRW();
if(CVehicle::bWheelsOnlyCheat)
RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RB]));
// Rear left wheel
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LB]));
pos.x = mat.GetPosition().x;
pos.y = mat.GetPosition().y;
pos.z = m_aWheelPosition[CARWHEEL_REAR_LEFT];
if(Damage.GetWheelStatus(CARWHEEL_REAR_LEFT) == WHEEL_STATUS_BURST)
mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI+0.3f*Sin(-m_aWheelRotation[CARWHEEL_REAR_LEFT]));
else
mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI);
mat.Scale(mi->m_wheelScale);
mat.Translate(pos);
mat.UpdateRW();
if(CVehicle::bWheelsOnlyCheat)
RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LB]));
// Mid right wheel
if(m_aCarNodes[CAR_WHEEL_RM]){
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RM]));
pos.x = mat.GetPosition().x;
pos.y = mat.GetPosition().y;
pos.z = m_aWheelPosition[CARWHEEL_REAR_RIGHT];
if(Damage.GetWheelStatus(CARWHEEL_REAR_RIGHT) == WHEEL_STATUS_BURST)
mat.SetRotate(m_aWheelRotation[CARWHEEL_REAR_RIGHT], 0.0f, 0.3f*Sin(m_aWheelRotation[CARWHEEL_REAR_RIGHT]));
else
mat.SetRotateX(m_aWheelRotation[CARWHEEL_REAR_RIGHT]);
mat.Scale(mi->m_wheelScale);
mat.Translate(pos);
mat.UpdateRW();
if(CVehicle::bWheelsOnlyCheat)
RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RM]));
}
// Mid left wheel
if(m_aCarNodes[CAR_WHEEL_LM]){
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LM]));
pos.x = mat.GetPosition().x;
pos.y = mat.GetPosition().y;
pos.z = m_aWheelPosition[CARWHEEL_REAR_LEFT];
if(Damage.GetWheelStatus(CARWHEEL_REAR_LEFT) == WHEEL_STATUS_BURST)
mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI+0.3f*Sin(-m_aWheelRotation[CARWHEEL_REAR_LEFT]));
else
mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI);
mat.Scale(mi->m_wheelScale);
mat.Translate(pos);
mat.UpdateRW();
if(CVehicle::bWheelsOnlyCheat)
RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LM]));
}
if(GetModelIndex() == MI_DODO){
// Front wheel
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF]));
pos.x = mat.GetPosition().x;
pos.y = mat.GetPosition().y;
pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT];
if(Damage.GetWheelStatus(CARWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST)
mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle+0.3f*Sin(m_aWheelRotation[CARWHEEL_FRONT_RIGHT]));
else
mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle);
mat.Scale(mi->m_wheelScale);
mat.Translate(pos);
mat.UpdateRW();
if(CVehicle::bWheelsOnlyCheat)
RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF]));
// Rotate propeller
if(m_aCarNodes[CAR_WINDSCREEN]){
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WINDSCREEN]));
pos = mat.GetPosition();
mat.SetRotateY(m_fPropellerRotation);
mat.Translate(pos);
mat.UpdateRW();
m_fPropellerRotation += m_fGasPedal != 0.0f ? TWOPI/13.0f : TWOPI/26.0f;
if(m_fPropellerRotation > TWOPI)
m_fPropellerRotation -= TWOPI;
}
// Rudder
if(Damage.GetDoorStatus(DOOR_BOOT) != DOOR_STATUS_MISSING && m_aCarNodes[CAR_BOOT]){
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BOOT]));
pos = mat.GetPosition();
mat.SetRotate(0.0f, 0.0f, -m_fSteerAngle);
mat.Rotate(0.0f, Sin(m_fSteerAngle)*DEGTORAD(22.0f), 0.0f);
mat.Translate(pos);
mat.UpdateRW();
}
ProcessSwingingDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT);
ProcessSwingingDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT);
}else if(GetModelIndex() == MI_RHINO){
// Front right wheel
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF]));
pos.x = mat.GetPosition().x;
pos.y = mat.GetPosition().y;
pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT];
// no damaged wheels or steering
mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, 0.0f);
mat.Scale(mi->m_wheelScale);
mat.Translate(pos);
mat.UpdateRW();
if(CVehicle::bWheelsOnlyCheat)
RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF]));
// Front left wheel
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF]));
pos.x = mat.GetPosition().x;
pos.y = mat.GetPosition().y;
pos.z = m_aWheelPosition[CARWHEEL_FRONT_LEFT];
// no damaged wheels or steering
mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI);
mat.Scale(mi->m_wheelScale);
mat.Translate(pos);
mat.UpdateRW();
if(CVehicle::bWheelsOnlyCheat)
RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LF]));
}else{
// Front right wheel
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF]));
pos.x = mat.GetPosition().x;
pos.y = mat.GetPosition().y;
pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT];
if(Damage.GetWheelStatus(CARWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST)
mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle+0.3f*Sin(m_aWheelRotation[CARWHEEL_FRONT_RIGHT]));
else
mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle);
mat.Scale(mi->m_wheelScale);
mat.Translate(pos);
mat.UpdateRW();
if(CVehicle::bWheelsOnlyCheat)
RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF]));
// Front left wheel
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF]));
pos.x = mat.GetPosition().x;
pos.y = mat.GetPosition().y;
pos.z = m_aWheelPosition[CARWHEEL_FRONT_LEFT];
if(Damage.GetWheelStatus(CARWHEEL_FRONT_LEFT) == WHEEL_STATUS_BURST)
mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI+m_fSteerAngle+0.3f*Sin(-m_aWheelRotation[CARWHEEL_FRONT_LEFT]));
else
mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI+m_fSteerAngle);
mat.Scale(mi->m_wheelScale);
mat.Translate(pos);
mat.UpdateRW();
if(CVehicle::bWheelsOnlyCheat)
RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LF]));
ProcessSwingingDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT);
ProcessSwingingDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT);
ProcessSwingingDoor(CAR_DOOR_LR, DOOR_REAR_LEFT);
ProcessSwingingDoor(CAR_DOOR_RR, DOOR_REAR_RIGHT);
ProcessSwingingDoor(CAR_BONNET, DOOR_BONNET);
ProcessSwingingDoor(CAR_BOOT, DOOR_BOOT);
mi->SetVehicleColour(m_currentColour1, m_currentColour2);
}
if(!CVehicle::bWheelsOnlyCheat)
CEntity::Render();
}
int32
CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
{
int i;
CColModel *colModel;
if(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];
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(m_bIsVehicleBeingShifted || bSkipLineCol ||
GetModelIndex() == MI_DODO && (ent->IsPed() || ent->IsVehicle())){
// don't do line collision
for(i = 0; i < 4; i++)
m_aSuspensionSpringRatio[i] = prevRatios[i];
}else{
for(i = 0; i < 4; i++)
if(m_aSuspensionSpringRatio[i] < 1.0f && m_aSuspensionSpringRatio[i] < prevRatios[i]){
numWheelCollisions++;
// wheel is touching a physical
if(ent->IsVehicle() || ent->IsObject()){
CPhysical *phys = (CPhysical*)ent;
m_aGroundPhysical[i] = phys;
phys->RegisterReference((CEntity**)&m_aGroundPhysical[i]);
m_aGroundOffset[i] = m_aWheelColPoints[i].point - phys->GetPosition();
if(phys->GetModelIndex() == MI_BODYCAST && GetStatus() == STATUS_PLAYER){
// damage body cast
float speed = m_vecMoveSpeed.MagnitudeSqr();
if(speed > 0.1f){
CObject::nBodyCastHealth -= 0.1f*m_fMass*speed;
DMAudio.PlayOneShot(m_audioEntityId, SOUND_PED_BODYCAST_HIT, 0.0f);
}
// move body cast
if(phys->IsStatic()){
phys->bIsStatic = false;
phys->m_nStaticFrames = 0;
phys->ApplyMoveForce(m_vecMoveSpeed / Sqrt(speed));
phys->AddToMovingList();
}
}
}
m_nSurfaceTouched = m_aWheelColPoints[i].surfaceB;
if(ent->IsBuilding())
m_pCurGroundEntity = ent;
}
}
if(numCollisions > 0 || numWheelCollisions > 0){
AddCollisionRecord(ent);
if(!ent->IsBuilding())
((CPhysical*)ent)->AddCollisionRecord(this);
if(numCollisions > 0)
if(ent->IsBuilding() ||
ent->IsObject() && ((CPhysical*)ent)->bInfiniteMass)
bHasHitWall = true;
}
return numCollisions;
}
static int16 nLastControlInput;
static float fMouseCentreRange = 0.35f;
static float fMouseSteerSens = -0.0035f;
static float fMouseCentreMult = 0.975f;
void
CAutomobile::ProcessControlInputs(uint8 pad)
{
float speed = DotProduct(m_vecMoveSpeed, GetForward());
if(CPad::GetPad(pad)->GetExitVehicle())
bIsHandbrakeOn = true;
else
bIsHandbrakeOn = !!CPad::GetPad(pad)->GetHandBrake();
// Steer left/right
if(CCamera::m_bUseMouse3rdPerson && !CVehicle::m_bDisableMouseSteering){
if(CPad::GetPad(pad)->GetMouseX() != 0.0f){
m_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{
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
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){
#if 0 // old comedy controls from PS2 - same as bike's
if(((CTimer::GetTimeInMilliseconds() >> 10) & 0xF) < 12)
m_fGasPedal = 1.0f;
if((((CTimer::GetTimeInMilliseconds() >> 10)+6) & 0xF) < 12)
m_fBrakePedal = 0.0f;
bIsHandbrakeOn = false;
if(CTimer::GetTimeInMilliseconds() & 0x800)
m_fSteerAngle += 0.08f;
else
m_fSteerAngle -= 0.03f;
#else
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;
#endif
}
// Brake if player isn't in control
// BUG: game always uses pad 0 here
if(CPad::GetPad(pad)->ArePlayerControlsDisabled()){
m_fBrakePedal = 1.0f;
bIsHandbrakeOn = true;
m_fGasPedal = 0.0f;
FindPlayerPed()->KeepAreaAroundPlayerClear();
// slow down car immediately
speed = m_vecMoveSpeed.Magnitude();
if(speed > 0.28f)
m_vecMoveSpeed *= 0.28f/speed;
}
}
void
CAutomobile::FireTruckControl(void)
{
if(this == FindPlayerVehicle()){
if(!CPad::GetPad(0)->GetWeapon())
return;
#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);
}
// Actually update turret node
if(m_aCarNodes[CAR_WINDSCREEN]){
CMatrix mat;
CVector pos;
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WINDSCREEN]));
pos = mat.GetPosition();
mat.SetRotateZ(m_fCarGunLR);
mat.Translate(pos);
mat.UpdateRW();
}
}
#define HYDRAULIC_UPPER_EXT (-0.12f)
#define HYDRAULIC_LOWER_EXT (0.14f)
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;
for(i = 0; i < 4; i++)
m_aWheelPosition[i] -= 0.06f;
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_1, 0.0f);
setPrevRatio = true;
}else{
m_hydraulicState++;
}
}else if(m_hydraulicState != 0){ // must always be true
if(m_hydraulicState < 21 && m_fVelocityChangeForAudio < 0.1f){
m_hydraulicState--;
if(m_hydraulicState == 0)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f);
}
}
if(CPad::GetPad(0)->HornJustDown()){
// Switch between normal and extended
if(m_hydraulicState < 100)
m_hydraulicState = 100;
else{
if(m_fVelocityChangeForAudio > 0.1f)
m_hydraulicState = 20;
else
m_hydraulicState = 0;
}
if(m_hydraulicState < 100){
if(m_hydraulicState == 0){
normalUpperLimit += 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;
m_aWheelPosition[i] -= 0.05f;
}
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_2, 0.0f);
}
}else{
float suspChange[4];
float maxDelta = 0.0f;
float rear = CPad::GetPad(0)->GetCarGunUpDown()/128.0f;
float front = -rear;
float right = CPad::GetPad(0)->GetCarGunLeftRight()/128.0f;
float left = -right;
suspChange[CARWHEEL_FRONT_LEFT] = Max(front+left, 0.0f);
suspChange[CARWHEEL_REAR_LEFT] = Max(rear+left, 0.0f);
suspChange[CARWHEEL_FRONT_RIGHT] = Max(front+right, 0.0f);
suspChange[CARWHEEL_REAR_RIGHT] = Max(rear+right, 0.0f);
if(m_hydraulicState < 100){
// Lowered, move wheels up
if(m_hydraulicState == 0){
normalUpperLimit += 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 oldZ = specialColModel->lines[i].p1.z;
float upperLimit = suspChange[i]*(extendedUpperLimit-normalUpperLimit) + normalUpperLimit;
float springLength = suspChange[i]*(extendedSpringLength-normalSpringLength) + normalSpringLength;
float lineLength = springLength + wheelRadius;
wheelPositions[i] = specialColModel->lines[i].p0.z - m_aSuspensionSpringRatio[i]*m_aSuspensionLineLength[i];
mi->GetWheelPosn(i, pos);
pos.z += upperLimit;
specialColModel->lines[i].p0 = pos;
pos.z -= lineLength;
if(Abs(pos.z - specialColModel->lines[i].p1.z) > Abs(maxDelta))
maxDelta = pos.z - specialColModel->lines[i].p1.z;
specialColModel->lines[i].p1 = pos;
m_aSuspensionSpringLength[i] = springLength;
m_aSuspensionLineLength[i] = lineLength;
if(m_aSuspensionSpringRatio[i] < 1.0f){
m_aSuspensionSpringRatio[i] = (specialColModel->lines[i].p0.z - wheelPositions[i])/m_aSuspensionLineLength[i];
if(m_aSuspensionSpringRatio[i] > 1.0f)
m_aSuspensionSpringRatio[i] = 1.0f;
m_aWheelPosition[i] -= (oldZ - specialColModel->lines[i].p1.z)*0.3f;
}
}
}else{
if(m_hydraulicState < 104){
m_hydraulicState++;
for(i = 0; i < 4; i++)
m_aWheelPosition[i] -= 0.1f;
}
if(m_fVelocityChangeForAudio < 0.1f){
normalUpperLimit += 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)){
bTouchingWater = true;
ApplyMoveForce(impulse);
ApplyTurnForce(impulse, point);
CVector initialSpeed = m_vecMoveSpeed;
float timeStep = Max(CTimer::GetTimeStep(), 0.01f);
float impulseRatio = impulse.z / (GRAVITY * m_fMass * timeStep);
float waterResistance = Pow(1.0f - 0.05f*impulseRatio, CTimer::GetTimeStep());
m_vecMoveSpeed *= waterResistance;
m_vecTurnSpeed *= waterResistance;
if(impulseRatio > 0.5f){
bIsInWater = true;
if(m_vecMoveSpeed.z < -0.1f)
m_vecMoveSpeed.z = -0.1f;
if(pDriver){
pDriver->bIsInWater = true;
if(pDriver->IsPlayer() || !bWaterTight)
pDriver->InflictDamage(nil, WEAPONTYPE_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;
static uint32 nGenerateRaindrops = 0;
static uint32 nGenerateWaterCircles = 0;
if(initialSpeed.z < -0.3f && impulse.z > 0.3f){
#if defined(PC_PARTICLE) || defined (PS2_ALTERNATIVE_CARSPLASH)
RwRGBA color;
color.red = (0.5f * CTimeCycle::GetDirectionalRed() + CTimeCycle::GetAmbientRed())*0.45f*255;
color.green = (0.5f * CTimeCycle::GetDirectionalGreen() + CTimeCycle::GetAmbientGreen())*0.45f*255;
color.blue = (0.5f * CTimeCycle::GetDirectionalBlue() + CTimeCycle::GetAmbientBlue())*0.45f*255;
color.alpha = CGeneral::GetRandomNumberInRange(0, 32) + 128;
CParticleObject::AddObject(POBJECT_CAR_WATER_SPLASH, GetPosition(),
CVector(0.0f, 0.0f, CGeneral::GetRandomNumberInRange(0.15f, 0.3f)),
0.0f, 75, color, true);
#else
CVector pos = (initialSpeed * 2.0f) + (GetPosition() + point);
for ( int32 i = 0; i < 360; i += 4 )
{
float fSin = Sin(float(i));
float fCos = Cos(float(i));
CVector dir(fSin*0.01f, fCos*0.01f, CGeneral::GetRandomNumberInRange(0.25f, 0.45f));
CParticle::AddParticle(PARTICLE_CAR_SPLASH,
pos + CVector(fSin*4.5f, fCos*4.5f, 0.0f),
dir, NULL, 0.0f, CRGBA(225, 225, 255, 180));
for ( int32 j = 0; j < 3; j++ )
{
float fMul = 1.5f * float(j + 1);
CParticle::AddParticle(PARTICLE_CAR_SPLASH,
pos + CVector(fSin * fMul, fCos * fMul, 0.0f),
dir, NULL, 0.0f, CRGBA(225, 225, 255, 180));
}
}
#endif
nGenerateRaindrops = CTimer::GetTimeInMilliseconds() + 300;
nGenerateWaterCircles = CTimer::GetTimeInMilliseconds() + 60;
if(m_vecMoveSpeed.z < -0.2f)
m_vecMoveSpeed.z = -0.2f;
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WATER_FALL, 0.0f);
}
if(nGenerateWaterCircles > 0 && nGenerateWaterCircles <= CTimer::GetTimeInMilliseconds()){
CVector pos = GetPosition();
float waterLevel = 0.0f;
if(CWaterLevel::GetWaterLevel(pos.x, pos.y, pos.z, &waterLevel, false))
pos.z = waterLevel;
static RwRGBA black;
if(pos.z != 0.0f){
nGenerateWaterCircles = 0;
pos.z += 1.0f;
for(i = 0; i < 4; i++){
CVector p = pos;
p.x += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f);
p.y += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f);
CParticle::AddParticle(PARTICLE_RAIN_SPLASH_BIGGROW,
p, CVector(0.0f, 0.0f, 0.0f),
nil, 0.0f, black, 0, 0, 0, 0);
}
}
}
if(nGenerateRaindrops > 0 && nGenerateRaindrops <= CTimer::GetTimeInMilliseconds()){
CVector pos = GetPosition();
float waterLevel = 0.0f;
if(CWaterLevel::GetWaterLevel(pos.x, pos.y, pos.z, &waterLevel, false))
pos.z = waterLevel;
static RwRGBA black;
if(pos.z >= 0.0f){
nGenerateRaindrops = 0;
pos.z += 0.5f;
CParticleObject::AddObject(POBJECT_SPLASHES_AROUND,
pos, CVector(0.0f, 0.0f, 0.0f), 6.5f, 2500, black, true);
}
}
}else{
bIsInWater = 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;
#ifdef GTA_PS2_STUFF
// ps2 puddle physics
CVector moveForce = CTimer::GetTimeStep() * (m_fMass * (vSpeed * -0.003f));
ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z);
#endif
float fSpeed = vSpeed.MagnitudeSqr();
#ifdef PC_PARTICLE
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);
}
#else
if ( ( (CTimer::GetFrameCounter() + i) & 3 ) == 0 )
{
if(fSpeed > sq(0.05f))
{
fSpeed = Sqrt(fSpeed);
CRGBA color(155, 185, 155, 255);
float boxY = GetColModel()->boundingBox.max.y;
CVector right = 0.5f * GetRight();
if ( i == 2 )
{
CParticle::AddParticle(PARTICLE_PED_SPLASH,
GetPosition() + (boxY * GetForward()) + right,
0.75f*m_vecMoveSpeed, NULL, 0.0f, color);
}
else if ( i == 0 )
{
CParticle::AddParticle(PARTICLE_PED_SPLASH,
GetPosition() + (boxY * GetForward()) - right,
0.75f*m_vecMoveSpeed, NULL, 0.0f, color);
}
if((CTimer::GetFrameCounter() & 0xF) == 0)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_SPLASH, 2000.0f*fSpeed);
}
}
#endif
}
}
}
}
void
CAutomobile::DoDriveByShootings(void)
{
CAnimBlendAssociation *anim;
CWeapon *weapon = pDriver->GetWeapon();
if(weapon->m_eWeaponType != WEAPONTYPE_UZI)
return;
weapon->Update(pDriver->m_audioEntityId);
bool lookingLeft = false;
bool lookingRight = false;
if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN){
if(CPad::GetPad(0)->GetLookLeft())
lookingLeft = true;
if(CPad::GetPad(0)->GetLookRight())
lookingRight = true;
}else{
if(TheCamera.Cams[TheCamera.ActiveCam].LookingLeft)
lookingLeft = true;
if(TheCamera.Cams[TheCamera.ActiveCam].LookingRight)
lookingRight = true;
}
if(lookingLeft || lookingRight){
if(lookingLeft){
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_R);
if(anim)
anim->blendDelta = -1000.0f;
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_L);
if(anim == nil || anim->blendDelta < 0.0f)
CAnimManager::AddAnimation(pDriver->GetClump(), ASSOCGRP_STD, ANIM_DRIVEBY_L);
else
anim->SetRun();
}else if(pDriver->m_pMyVehicle->pPassengers[0] == nil || TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON){
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_L);
if(anim)
anim->blendDelta = -1000.0f;
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_R);
if(anim == nil || anim->blendDelta < 0.0f)
CAnimManager::AddAnimation(pDriver->GetClump(), ASSOCGRP_STD, ANIM_DRIVEBY_R);
else
anim->SetRun();
}
if(CPad::GetPad(0)->GetCarGunFired() && CTimer::GetTimeInMilliseconds() > weapon->m_nTimer){
weapon->FireFromCar(this, lookingLeft);
weapon->m_nTimer = CTimer::GetTimeInMilliseconds() + 70;
}
}else{
weapon->Reload();
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_L);
if(anim)
anim->blendDelta = -1000.0f;
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_R);
if(anim)
anim->blendDelta = -1000.0f;
}
// TODO: what is this?
if(!lookingLeft && m_weaponDoorTimerLeft > 0.0f){
m_weaponDoorTimerLeft = Max(m_weaponDoorTimerLeft - CTimer::GetTimeStep()*0.1f, 0.0f);
ProcessOpenDoor(CAR_DOOR_LF, NUM_ANIMS, m_weaponDoorTimerLeft);
}
if(!lookingRight && m_weaponDoorTimerRight > 0.0f){
m_weaponDoorTimerRight = Max(m_weaponDoorTimerRight - CTimer::GetTimeStep()*0.1f, 0.0f);
ProcessOpenDoor(CAR_DOOR_RF, NUM_ANIMS, m_weaponDoorTimerRight);
}
}
int32
CAutomobile::RcbanditCheckHitWheels(void)
{
int x, xmin, xmax;
int y, ymin, ymax;
xmin = CWorld::GetSectorIndexX(GetPosition().x - 2.0f);
if(xmin < 0) xmin = 0;
xmax = CWorld::GetSectorIndexX(GetPosition().x + 2.0f);
if(xmax > NUMSECTORS_X-1) xmax = NUMSECTORS_X-1;
ymin = CWorld::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->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 = 0.2f;
bool doubleMoney = false;
if(impulse == 0.0f){
impulse = m_fDamageImpulse;
damagedPiece = m_nDamagePieceType;
damageMultiplier = 1.0f;
}
CVector pos(0.0f, 0.0f, 0.0f);
if(!bCanBeDamaged)
return;
// damage flipped over car
if(GetUp().z < 0.0f && this != FindPlayerVehicle()){
if(bNotDamagedUpsideDown || GetStatus() == STATUS_PLAYER_REMOTE || bIsInWater)
return;
m_fHealth -= 4.0f*CTimer::GetTimeStep();
}
if(impulse > 25.0f && 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(bOnlyDamagedByPlayer){
if(m_pDamageEntity != FindPlayerPed() &&
m_pDamageEntity != FindPlayerVehicle())
return;
}
if(bCollisionProof)
return;
if(m_pDamageEntity){
if(m_pDamageEntity->IsBuilding() &&
DotProduct(m_vecDamageNormal, GetUp()) > 0.6f)
return;
}
int oldLightStatus[4];
for(i = 0; i < 4; i++)
oldLightStatus[i] = Damage.GetLightStatus((eLights)i);
if(GetUp().z > 0.0f || m_vecMoveSpeed.MagnitudeSqr() > 0.1f){
float impulseMult = bMoreResistantToDamage ? 0.5f : 4.0f;
switch(damagedPiece){
case CAR_PIECE_BUMP_FRONT:
GetComponentWorldPosition(CAR_BUMP_FRONT, pos);
dmgDrawCarCollidingParticles(pos, impulse);
if(Damage.ApplyDamage(COMPONENT_BUMPER_FRONT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
SetBumperDamage(CAR_BUMP_FRONT, VEHBUMPER_FRONT);
doubleMoney = true;
}
if(m_aCarNodes[CAR_BONNET] && Damage.GetPanelStatus(VEHBUMPER_FRONT) == PANEL_STATUS_MISSING){
case CAR_PIECE_BONNET:
GetComponentWorldPosition(CAR_BONNET, pos);
dmgDrawCarCollidingParticles(pos, impulse);
if(GetModelIndex() != MI_DODO)
if(Damage.ApplyDamage(COMPONENT_DOOR_BONNET, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
SetDoorDamage(CAR_BONNET, DOOR_BONNET);
doubleMoney = true;
}
}
break;
case CAR_PIECE_BUMP_REAR:
GetComponentWorldPosition(CAR_BUMP_REAR, pos);
dmgDrawCarCollidingParticles(pos, impulse);
if(Damage.ApplyDamage(COMPONENT_BUMPER_REAR, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
SetBumperDamage(CAR_BUMP_REAR, VEHBUMPER_REAR);
doubleMoney = true;
}
if(m_aCarNodes[CAR_BOOT] && Damage.GetPanelStatus(VEHBUMPER_REAR) == PANEL_STATUS_MISSING){
case CAR_PIECE_BOOT:
GetComponentWorldPosition(CAR_BOOT, pos);
dmgDrawCarCollidingParticles(pos, impulse);
if(Damage.ApplyDamage(COMPONENT_DOOR_BOOT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
SetDoorDamage(CAR_BOOT, DOOR_BOOT);
doubleMoney = true;
}
}
break;
case CAR_PIECE_DOOR_LF:
GetComponentWorldPosition(CAR_DOOR_LF, pos);
dmgDrawCarCollidingParticles(pos, impulse);
if((m_nDoorLock == CARLOCK_NOT_USED || m_nDoorLock == CARLOCK_UNLOCKED) &&
Damage.ApplyDamage(COMPONENT_DOOR_FRONT_LEFT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
SetDoorDamage(CAR_DOOR_LF, DOOR_FRONT_LEFT);
doubleMoney = true;
}
break;
case CAR_PIECE_DOOR_RF:
GetComponentWorldPosition(CAR_DOOR_RF, pos);
dmgDrawCarCollidingParticles(pos, impulse);
if((m_nDoorLock == CARLOCK_NOT_USED || m_nDoorLock == CARLOCK_UNLOCKED) &&
Damage.ApplyDamage(COMPONENT_DOOR_FRONT_RIGHT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
SetDoorDamage(CAR_DOOR_RF, DOOR_FRONT_RIGHT);
doubleMoney = true;
}
break;
case CAR_PIECE_DOOR_LR:
GetComponentWorldPosition(CAR_DOOR_LR, pos);
dmgDrawCarCollidingParticles(pos, impulse);
if((m_nDoorLock == CARLOCK_NOT_USED || m_nDoorLock == CARLOCK_UNLOCKED) &&
Damage.ApplyDamage(COMPONENT_DOOR_REAR_LEFT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
SetDoorDamage(CAR_DOOR_LR, DOOR_REAR_LEFT);
doubleMoney = true;
}
break;
case CAR_PIECE_DOOR_RR:
GetComponentWorldPosition(CAR_DOOR_RR, pos);
dmgDrawCarCollidingParticles(pos, impulse);
if((m_nDoorLock == CARLOCK_NOT_USED || m_nDoorLock == CARLOCK_UNLOCKED) &&
Damage.ApplyDamage(COMPONENT_DOOR_REAR_RIGHT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
SetDoorDamage(CAR_DOOR_RR, DOOR_REAR_RIGHT);
doubleMoney = true;
}
break;
case CAR_PIECE_WING_LF:
GetComponentWorldPosition(CAR_WING_LF, pos);
dmgDrawCarCollidingParticles(pos, impulse);
if(Damage.ApplyDamage(COMPONENT_PANEL_FRONT_LEFT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
SetPanelDamage(CAR_WING_LF, VEHPANEL_FRONT_LEFT);
doubleMoney = true;
}
break;
case CAR_PIECE_WING_RF:
GetComponentWorldPosition(CAR_WING_RF, pos);
dmgDrawCarCollidingParticles(pos, impulse);
if(Damage.ApplyDamage(COMPONENT_PANEL_FRONT_RIGHT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
SetPanelDamage(CAR_WING_RF, VEHPANEL_FRONT_RIGHT);
doubleMoney = true;
}
break;
case CAR_PIECE_WING_LR:
GetComponentWorldPosition(CAR_WING_LR, pos);
dmgDrawCarCollidingParticles(pos, impulse);
if(Damage.ApplyDamage(COMPONENT_PANEL_REAR_LEFT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
SetPanelDamage(CAR_WING_LR, VEHPANEL_REAR_LEFT);
doubleMoney = true;
}
break;
case CAR_PIECE_WING_RR:
GetComponentWorldPosition(CAR_WING_RR, pos);
dmgDrawCarCollidingParticles(pos, impulse);
if(Damage.ApplyDamage(COMPONENT_PANEL_REAR_RIGHT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
SetPanelDamage(CAR_WING_RR, VEHPANEL_REAR_RIGHT);
doubleMoney = true;
}
break;
case CAR_PIECE_WHEEL_LF:
case CAR_PIECE_WHEEL_LR:
case CAR_PIECE_WHEEL_RF:
case CAR_PIECE_WHEEL_RR:
break;
case CAR_PIECE_WINDSCREEN:
if(Damage.ApplyDamage(COMPONENT_PANEL_WINDSCREEN, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
uint8 oldStatus = Damage.GetPanelStatus(VEHPANEL_WINDSCREEN);
SetPanelDamage(CAR_WINDSCREEN, VEHPANEL_WINDSCREEN);
if(oldStatus != Damage.GetPanelStatus(VEHPANEL_WINDSCREEN)){
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_WINDSHIELD_CRACK, 0.0f);
doubleMoney = true;
}
}
break;
}
if(m_pDamageEntity && m_pDamageEntity == FindPlayerVehicle() && impulse > 10.0f){
int money = (doubleMoney ? 2 : 1) * impulse*pHandling->nMonetaryValue/1000000.0f;
money = Min(money, 40);
if(money > 2){
sprintf(gString, "$%d", money);
CWorld::Players[CWorld::PlayerInFocus].m_nMoney += money;
}
}
}
float damage = (impulse-25.0f)*pHandling->fCollisionDamageMultiplier*0.6f*damageMultiplier;
if(GetModelIndex() == MI_SECURICA && m_pDamageEntity && m_pDamageEntity->GetStatus() == STATUS_PLAYER)
damage *= 7.0f;
if(damage > 0.0f){
int oldHealth = m_fHealth;
if(this == FindPlayerVehicle()){
m_fHealth -= bTakeLessDamage ? damage/6.0f : damage/2.0f;
}else{
if(damage > 35.0f && pDriver)
pDriver->Say(SOUND_PED_CAR_COLLISION);
m_fHealth -= bTakeLessDamage ? damage/12.0f : damage/4.0f;
}
if(m_fHealth <= 0.0f && oldHealth > 0)
m_fHealth = 1.0f;
}
// play sound if a light broke
for(i = 0; i < 4; i++)
if(oldLightStatus[i] != 1 && Damage.GetLightStatus((eLights)i) == 1){
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_LIGHT_BREAK, i); // BUG? i?
break;
}
}
if(m_fHealth < 250.0f){
// Car is on fire
if(Damage.GetEngineStatus() < ENGINE_STATUS_ON_FIRE){
// Set engine on fire and remember who did this
Damage.SetEngineStatus(ENGINE_STATUS_ON_FIRE);
m_fFireBlowUpTimer = 0.0f;
m_pSetOnFireEntity = m_pDamageEntity;
if(m_pSetOnFireEntity)
m_pSetOnFireEntity->RegisterReference(&m_pSetOnFireEntity);
}
}else{
if(GetModelIndex() == MI_BFINJECT){
if(m_fHealth < 400.0f)
Damage.SetEngineStatus(200);
else if(m_fHealth < 600.0f)
Damage.SetEngineStatus(100);
}
}
}
void
CAutomobile::dmgDrawCarCollidingParticles(const CVector &pos, float amount)
{
int i, n;
if(!GetIsOnScreen())
return;
// FindPlayerSpeed() unused
n = (int)amount/20;
for(i = 0; i < ((n+4)&0x1F); i++)
CParticle::AddParticle(PARTICLE_SPARK_SMALL, pos,
CVector(CGeneral::GetRandomNumberInRange(-0.1f, 0.1f),
CGeneral::GetRandomNumberInRange(-0.1f, 0.1f),
0.006f));
for(i = 0; i < n+2; i++)
CParticle::AddParticle(PARTICLE_CARCOLLISION_DUST,
CVector(CGeneral::GetRandomNumberInRange(-1.2f, 1.2f) + pos.x,
CGeneral::GetRandomNumberInRange(-1.2f, 1.2f) + pos.y,
pos.z),
CVector(0.0f, 0.0f, 0.0f), nil, 0.5f);
n = (int)amount/50 + 1;
for(i = 0; i < n; i++)
CParticle::AddParticle(PARTICLE_CAR_DEBRIS, pos,
CVector(CGeneral::GetRandomNumberInRange(-0.25f, 0.25f),
CGeneral::GetRandomNumberInRange(-0.25f, 0.25f),
CGeneral::GetRandomNumberInRange(0.1f, 0.25f)),
nil,
CGeneral::GetRandomNumberInRange(0.02f, 0.08f),
CVehicleModelInfo::ms_vehicleColourTable[m_currentColour1],
CGeneral::GetRandomNumberInRange(-40.0f, 40.0f),
0,
CGeneral::GetRandomNumberInRange(0.0f, 4.0f));
}
void
CAutomobile::AddDamagedVehicleParticles(void)
{
if(this == FindPlayerVehicle() && TheCamera.GetLookingForwardFirstPerson())
return;
uint8 engineStatus = Damage.GetEngineStatus();
if(engineStatus < ENGINE_STATUS_STEAM1)
return;
float fwdSpeed = DotProduct(m_vecMoveSpeed, GetForward()) * 180.0f;
CVector direction = 0.5f*m_vecMoveSpeed;
CVector damagePos = ((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->m_positions[CAR_POS_HEADLIGHTS];
switch(Damage.GetDoorStatus(DOOR_BONNET)){
case DOOR_STATUS_OK:
case DOOR_STATUS_SMASHED:
// Bonnet is still there, smoke comes out at the edge
damagePos += vecDAMAGE_ENGINE_POS_SMALL;
break;
case DOOR_STATUS_SWINGING:
case DOOR_STATUS_MISSING:
// Bonnet is gone, smoke comes out at the engine
damagePos += vecDAMAGE_ENGINE_POS_BIG;
break;
}
if(GetModelIndex() == MI_BFINJECT)
damagePos = CVector(0.3f, -1.5f, -0.1f);
damagePos = GetMatrix()*damagePos;
damagePos.z += 0.15f;
if(engineStatus < ENGINE_STATUS_STEAM2){
if(fwdSpeed < 90.0f){
direction.z += 0.05f;
CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, direction, nil, 0.1f);
}
}else if(engineStatus < ENGINE_STATUS_SMOKE){
if(fwdSpeed < 90.0f)
CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, direction, nil, 0.0f);
}else if(engineStatus < ENGINE_STATUS_ON_FIRE){
if(fwdSpeed < 90.0f){
CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, direction, nil, 0.0f);
CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, damagePos, 0.3f*direction, nil, 0.0f);
}
}else if(m_fHealth > 250.0f){
if(fwdSpeed < 90.0f)
CParticle::AddParticle(PARTICLE_ENGINE_SMOKE2, damagePos, 0.2f*direction, nil, 0.0f);
}
}
int32
CAutomobile::AddWheelDirtAndWater(CColPoint *colpoint, uint32 belowEffectSpeed)
{
int i;
CVector dir;
static RwRGBA grassCol = { 8, 24, 8, 255 };
static RwRGBA gravelCol = { 64, 64, 64, 255 };
static RwRGBA mudCol = { 64, 32, 16, 255 };
static RwRGBA waterCol = { 48, 48, 64, 0 };
if(!belowEffectSpeed)
return 0;
switch(colpoint->surfaceB){
case SURFACE_GRASS:
dir.x = -0.05f*m_vecMoveSpeed.x;
dir.y = -0.05f*m_vecMoveSpeed.y;
for(i = 0; i < 4; i++){
dir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.06f);
CParticle::AddParticle(PARTICLE_WHEEL_DIRT, colpoint->point, dir, nil,
CGeneral::GetRandomNumberInRange(0.02f, 0.1f), grassCol);
}
return 0;
case SURFACE_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(0.02f, 0.06f), 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;
default:
if ( CWeather::WetRoads > 0.01f
#ifdef PC_PARTICLE
&& CTimer::GetFrameCounter() & 1
#endif
)
{
CParticle::AddParticle(
#ifdef FIX_BUGS
PARTICLE_WHEEL_WATER,
#else
PARTICLE_WATERSPRAY,
#endif
colpoint->point + CVector(0.0f, 0.0f, 0.25f+0.25f),
#ifdef PC_PARTICLE
CVector(0.0f, 0.0f, 1.0f),
#else
CVector(0.0f, 0.0f, CGeneral::GetRandomNumberInRange(0.005f, 0.04f)),
#endif
nil,
CGeneral::GetRandomNumberInRange(0.1f, 0.5f), waterCol);
return 0;
}
return 1;
}
}
void
CAutomobile::GetComponentWorldPosition(int32 component, CVector &pos)
{
if(m_aCarNodes[component] == nil){
printf("CarNode missing: %d %d\n", GetModelIndex(), component);
return;
}
RwMatrix *ltm = RwFrameGetLTM(m_aCarNodes[component]);
pos = *RwMatrixGetPos(ltm);
}
bool
CAutomobile::IsComponentPresent(int32 comp)
{
return m_aCarNodes[comp] != nil;
}
void
CAutomobile::SetComponentRotation(int32 component, CVector rotation)
{
CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component]));
CVector pos = mat.GetPosition();
// BUG: all these set the whole matrix
mat.SetRotateX(DEGTORAD(rotation.x));
mat.SetRotateY(DEGTORAD(rotation.y));
mat.SetRotateZ(DEGTORAD(rotation.z));
mat.Translate(pos);
mat.UpdateRW();
}
void
CAutomobile::OpenDoor(int32 component, eDoors door, float openRatio)
{
CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component]));
CVector pos = mat.GetPosition();
float axes[3] = { 0.0f, 0.0f, 0.0f };
float wasClosed = false;
if(Doors[door].IsClosed()){
// enable angle cull for closed doors
RwFrameForAllObjects(m_aCarNodes[component], CVehicleModelInfo::ClearAtomicFlagCB, (void*)ATOMIC_FLAG_NOCULL);
wasClosed = true;
}
Doors[door].Open(openRatio);
if(wasClosed && Doors[door].RetAngleWhenClosed() != Doors[door].m_fAngle){
// door opened
HideAllComps();
// turn off angle cull for swinging door
RwFrameForAllObjects(m_aCarNodes[component], CVehicleModelInfo::SetAtomicFlagCB, (void*)ATOMIC_FLAG_NOCULL);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_DOOR_OPEN_BONNET + door, 0.0f);
}
if(!wasClosed && openRatio == 0.0f){
// door closed
if(Damage.GetDoorStatus(door) == DOOR_STATUS_SWINGING)
Damage.SetDoorStatus(door, DOOR_STATUS_OK); // huh?
ShowAllComps();
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_DOOR_CLOSE_BONNET + door, 0.0f);
}
axes[Doors[door].m_nAxis] = Doors[door].m_fAngle;
mat.SetRotate(axes[0], axes[1], axes[2]);
mat.Translate(pos);
mat.UpdateRW();
}
inline void ProcessDoorOpenAnimation(CAutomobile *car, uint32 component, eDoors door, float time, float start, float end)
{
if(time > start && time < end){
float ratio = (time - start)/(end - start);
if(car->Doors[door].GetAngleOpenRatio() < ratio)
car->OpenDoor(component, door, ratio);
}else if(time > end){
car->OpenDoor(component, door, 1.0f);
}
}
inline void ProcessDoorCloseAnimation(CAutomobile *car, uint32 component, eDoors door, float time, float start, float end)
{
if(time > start && time < end){
float ratio = 1.0f - (time - start)/(end - start);
if(car->Doors[door].GetAngleOpenRatio() > ratio)
car->OpenDoor(component, door, ratio);
}else if(time > end){
car->OpenDoor(component, door, 0.0f);
}
}
inline void ProcessDoorOpenCloseAnimation(CAutomobile *car, uint32 component, eDoors door, float time, float start, float mid, float end)
{
if(time > start && time < mid){
// open
float ratio = (time - start)/(mid - start);
if(car->Doors[door].GetAngleOpenRatio() < ratio)
car->OpenDoor(component, door, ratio);
}else if(time > mid && time < end){
// close
float ratio = 1.0f - (time - mid)/(end - mid);
if(car->Doors[door].GetAngleOpenRatio() > ratio)
car->OpenDoor(component, door, ratio);
}else if(time > end){
car->OpenDoor(component, door, 0.0f);
}
}
void
CAutomobile::ProcessOpenDoor(uint32 component, uint32 anim, float time)
{
eDoors door;
switch(component){
case CAR_DOOR_RF: door = DOOR_FRONT_RIGHT; break;
case CAR_DOOR_RR: door = DOOR_REAR_RIGHT; break;
case CAR_DOOR_LF: door = DOOR_FRONT_LEFT; break;
case CAR_DOOR_LR: door = DOOR_REAR_LEFT; break;
default: assert(0);
}
if(IsDoorMissing(door))
return;
switch(anim){
case ANIM_CAR_QJACK:
case ANIM_CAR_OPEN_LHS:
case ANIM_CAR_OPEN_RHS:
ProcessDoorOpenAnimation(this, component, door, time, 0.66f, 0.8f);
break;
case ANIM_CAR_CLOSEDOOR_LHS:
case ANIM_CAR_CLOSEDOOR_LOW_LHS:
case ANIM_CAR_CLOSEDOOR_RHS:
case ANIM_CAR_CLOSEDOOR_LOW_RHS:
ProcessDoorCloseAnimation(this, component, door, time, 0.2f, 0.63f);
break;
case ANIM_CAR_ROLLDOOR:
case ANIM_CAR_ROLLDOOR_LOW:
ProcessDoorOpenCloseAnimation(this, component, door, time, 0.1f, 0.6f, 0.95f);
break;
break;
case ANIM_CAR_GETOUT_LHS:
case ANIM_CAR_GETOUT_LOW_LHS:
case ANIM_CAR_GETOUT_RHS:
case ANIM_CAR_GETOUT_LOW_RHS:
ProcessDoorOpenAnimation(this, component, door, time, 0.06f, 0.43f);
break;
case ANIM_CAR_CLOSE_LHS:
case ANIM_CAR_CLOSE_RHS:
ProcessDoorCloseAnimation(this, component, door, time, 0.1f, 0.23f);
break;
case ANIM_CAR_PULLOUT_RHS:
case ANIM_CAR_PULLOUT_LOW_RHS:
OpenDoor(component, door, 1.0f);
case ANIM_COACH_OPEN_L:
case ANIM_COACH_OPEN_R:
ProcessDoorOpenAnimation(this, component, door, time, 0.66f, 0.8f);
break;
case ANIM_COACH_OUT_L:
ProcessDoorOpenAnimation(this, component, door, time, 0.0f, 0.3f);
break;
case ANIM_VAN_OPEN_L:
case ANIM_VAN_OPEN:
ProcessDoorOpenAnimation(this, component, door, time, 0.37f, 0.55f);
break;
case ANIM_VAN_CLOSE_L:
case ANIM_VAN_CLOSE:
ProcessDoorCloseAnimation(this, component, door, time, 0.5f, 0.8f);
break;
case ANIM_VAN_GETOUT_L:
case ANIM_VAN_GETOUT:
ProcessDoorOpenAnimation(this, component, door, time, 0.5f, 0.6f);
break;
case NUM_ANIMS:
OpenDoor(component, door, time);
break;
}
}
bool
CAutomobile::IsDoorReady(eDoors door)
{
if(Doors[door].IsClosed() || IsDoorMissing(door))
return true;
int doorflag = 0;
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;
}
void
CAutomobile::RemoveRefsToVehicle(CEntity *ent)
{
int i;
for(i = 0; i < 4; i++)
if(m_aGroundPhysical[i] == ent)
m_aGroundPhysical[i] = nil;
}
void
CAutomobile::BlowUpCar(CEntity *culprit)
{
int i;
RpAtomic *atomic;
if(!bCanBeDamaged)
return;
// explosion pushes vehicle up
m_vecMoveSpeed.z += 0.13f;
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);
// kill driver and passengers
if(pDriver){
CDarkel::RegisterKillByPlayer(pDriver, WEAPONTYPE_EXPLOSION);
if(pDriver->GetPedState() == PED_DRIVING){
pDriver->SetDead();
if(!pDriver->IsPlayer())
pDriver->FlagToDestroyWhenNextProcessed();
}else
pDriver->SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
}
for(i = 0; i < m_nNumMaxPassengers; i++){
if(pPassengers[i]){
CDarkel::RegisterKillByPlayer(pPassengers[i], WEAPONTYPE_EXPLOSION);
if(pPassengers[i]->GetPedState() == PED_DRIVING){
pPassengers[i]->SetDead();
if(!pPassengers[i]->IsPlayer())
pPassengers[i]->FlagToDestroyWhenNextProcessed();
}else
pPassengers[i]->SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
}
}
bEngineOn = false;
bLightsOn = false;
m_bSirenOrAlarm = false;
bTaxiLight = false;
if(bIsAmbulanceOnDuty){
bIsAmbulanceOnDuty = false;
CCarCtrl::NumAmbulancesOnDuty--;
}
if(bIsFireTruckOnDuty){
bIsFireTruckOnDuty = false;
CCarCtrl::NumFiretrucksOnDuty--;
}
ChangeLawEnforcerState(false);
gFireManager.StartFire(this, culprit, 0.8f, 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();
colModel->boundingSphere = vehColModel->boundingSphere;
colModel->boundingBox = vehColModel->boundingBox;
CMatrix mat;
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF]));
colModel->spheres[0].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_RUBBER, CAR_PIECE_WHEEL_LF);
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LB]));
colModel->spheres[1].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_RUBBER, CAR_PIECE_WHEEL_LR);
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF]));
colModel->spheres[2].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_RUBBER, CAR_PIECE_WHEEL_RF);
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RB]));
colModel->spheres[3].Set(mi->m_wheelScale, 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, mat.GetPosition(), SURFACE_RUBBER, CAR_PIECE_WHEEL_LR);
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RM]));
colModel->spheres[5].Set(mi->m_wheelScale, mat.GetPosition(), SURFACE_RUBBER, CAR_PIECE_WHEEL_RR);
colModel->numSpheres = 6;
}else
colModel->numSpheres = 4;
return true;
}
// this probably isn't used in III yet
void
CAutomobile::BurstTyre(uint8 wheel)
{
switch(wheel){
case CAR_PIECE_WHEEL_LF: wheel = VEHWHEEL_FRONT_LEFT; break;
case CAR_PIECE_WHEEL_LR: wheel = VEHWHEEL_REAR_LEFT; break;
case CAR_PIECE_WHEEL_RF: wheel = VEHWHEEL_FRONT_RIGHT; break;
case CAR_PIECE_WHEEL_RR: wheel = VEHWHEEL_REAR_RIGHT; break;
}
int status = Damage.GetWheelStatus(wheel);
if(status == WHEEL_STATUS_OK){
Damage.SetWheelStatus(wheel, WHEEL_STATUS_BURST);
if(GetStatus() == STATUS_SIMPLE){
SetStatus(STATUS_PHYSICS);
CCarCtrl::SwitchVehicleToRealPhysics(this);
}
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 this 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)
{
int r;
if(m_nCarHornTimer != 0)
return;
r = CGeneral::GetRandomNumber() & 7;
if(r < 2){
m_nCarHornTimer = 45;
}else if(r < 4){
if(pDriver)
pDriver->Say(SOUND_PED_CAR_COLLISION);
m_nCarHornTimer = 45;
}else{
if(pDriver)
pDriver->Say(SOUND_PED_CAR_COLLISION);
}
}
void
CAutomobile::PlayHornIfNecessary(void)
{
if(AutoPilot.m_bSlowedDownBecauseOfPeds ||
AutoPilot.m_bSlowedDownBecauseOfCars)
if(!HasCarStoppedBecauseOfLight())
PlayCarHorn();
}
void
CAutomobile::ResetSuspension(void)
{
int i;
for(i = 0; i < 4; i++){
m_aSuspensionSpringRatio[i] = 1.0f;
m_aWheelTimer[i] = 0.0f;
m_aWheelRotation[i] = 0.0f;
m_aWheelState[i] = WHEEL_STATE_NORMAL;
}
}
void
CAutomobile::SetupSuspensionLines(void)
{
int i;
CVector posn;
CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex());
CColModel *colModel = mi->GetColModel();
// Each suspension line starts at the uppermost wheel position
// and extends down to the lowermost point on the tyre
for(i = 0; i < 4; i++){
mi->GetWheelPosn(i, posn);
m_aWheelPosition[i] = posn.z;
// uppermost wheel position
posn.z += pHandling->fSuspensionUpperLimit;
colModel->lines[i].p0 = posn;
// lowermost wheel position
posn.z += pHandling->fSuspensionLowerLimit - pHandling->fSuspensionUpperLimit;
// lowest point on tyre
posn.z -= mi->m_wheelScale*0.5f;
colModel->lines[i].p1 = posn;
// this is length of the spring at rest
m_aSuspensionSpringLength[i] = pHandling->fSuspensionUpperLimit - pHandling->fSuspensionLowerLimit;
m_aSuspensionLineLength[i] = colModel->lines[i].p0.z - colModel->lines[i].p1.z;
}
// Compress spring somewhat to get normal height on road
m_fHeightAboveRoad = -(colModel->lines[0].p0.z + (colModel->lines[0].p1.z - colModel->lines[0].p0.z)*
(1.0f - 1.0f/(8.0f*pHandling->fSuspensionForceLevel)));
for(i = 0; i < 4; i++)
m_aWheelPosition[i] = mi->m_wheelScale*0.5f - m_fHeightAboveRoad;
// adjust col model to include suspension lines
if(colModel->boundingBox.min.z > colModel->lines[0].p1.z)
colModel->boundingBox.min.z = colModel->lines[0].p1.z;
float radius = Max(colModel->boundingBox.min.Magnitude(), colModel->boundingBox.max.Magnitude());
if(colModel->boundingSphere.radius < radius)
colModel->boundingSphere.radius = radius;
if(GetModelIndex() == MI_RCBANDIT){
colModel->boundingSphere.radius = 2.0f;
for(i = 0; i < colModel->numSpheres; i++)
colModel->spheres[i].radius = 0.3f;
}
}
// called on police cars
void
CAutomobile::ScanForCrimes(void)
{
if(FindPlayerVehicle() && FindPlayerVehicle()->IsCar())
if(FindPlayerVehicle()->IsAlarmOn())
// if player's alarm is on, increase wanted level
if((FindPlayerVehicle()->GetPosition() - GetPosition()).MagnitudeSqr() < sq(20.0f))
CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetWantedLevelNoDrop(1);
}
void
CAutomobile::BlowUpCarsInPath(void)
{
int i;
if(m_vecMoveSpeed.Magnitude() > 0.1f)
for(i = 0; i < m_nCollisionRecords; i++)
if(m_aCollisionRecords[i] &&
m_aCollisionRecords[i]->IsVehicle() &&
m_aCollisionRecords[i]->GetModelIndex() != MI_RHINO &&
!m_aCollisionRecords[i]->bRenderScorched)
((CVehicle*)m_aCollisionRecords[i])->BlowUpCar(this);
}
bool
CAutomobile::HasCarStoppedBecauseOfLight(void)
{
int i;
if(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
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;
CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component]));
CVector pos = mat.GetPosition();
float axes[3] = { 0.0f, 0.0f, 0.0f };
Doors[door].Process(this);
axes[Doors[door].m_nAxis] = Doors[door].m_fAngle;
mat.SetRotate(axes[0], axes[1], axes[2]);
mat.Translate(pos);
mat.UpdateRW();
}
void
CAutomobile::Fix(void)
{
int component;
Damage.ResetDamageStatus();
if(pHandling->Flags & HANDLING_NO_DOORS){
Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_MISSING);
Damage.SetDoorStatus(DOOR_FRONT_RIGHT, DOOR_STATUS_MISSING);
Damage.SetDoorStatus(DOOR_REAR_LEFT, DOOR_STATUS_MISSING);
Damage.SetDoorStatus(DOOR_REAR_RIGHT, DOOR_STATUS_MISSING);
}
bIsDamaged = false;
RpClumpForAllAtomics((RpClump*)m_rwObject, CVehicleModelInfo::HideAllComponentsAtomicCB, (void*)ATOMIC_FLAG_DAM);
for(component = CAR_BUMP_FRONT; component < NUM_CAR_NODES; component++){
if(m_aCarNodes[component]){
CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component]));
mat.SetTranslate(mat.GetPosition());
mat.UpdateRW();
}
}
}
void
CAutomobile::SetupDamageAfterLoad(void)
{
if(m_aCarNodes[CAR_BUMP_FRONT])
SetBumperDamage(CAR_BUMP_FRONT, VEHBUMPER_FRONT);
if(m_aCarNodes[CAR_BONNET])
SetDoorDamage(CAR_BONNET, DOOR_BONNET);
if(m_aCarNodes[CAR_BUMP_REAR])
SetBumperDamage(CAR_BUMP_REAR, VEHBUMPER_REAR);
if(m_aCarNodes[CAR_BOOT])
SetDoorDamage(CAR_BOOT, DOOR_BOOT);
if(m_aCarNodes[CAR_DOOR_LF])
SetDoorDamage(CAR_DOOR_LF, DOOR_FRONT_LEFT);
if(m_aCarNodes[CAR_DOOR_RF])
SetDoorDamage(CAR_DOOR_RF, DOOR_FRONT_RIGHT);
if(m_aCarNodes[CAR_DOOR_LR])
SetDoorDamage(CAR_DOOR_LR, DOOR_REAR_LEFT);
if(m_aCarNodes[CAR_DOOR_RR])
SetDoorDamage(CAR_DOOR_RR, DOOR_REAR_RIGHT);
if(m_aCarNodes[CAR_WING_LF])
SetPanelDamage(CAR_WING_LF, VEHPANEL_FRONT_LEFT);
if(m_aCarNodes[CAR_WING_RF])
SetPanelDamage(CAR_WING_RF, VEHPANEL_FRONT_RIGHT);
if(m_aCarNodes[CAR_WING_LR])
SetPanelDamage(CAR_WING_LR, VEHPANEL_REAR_LEFT);
if(m_aCarNodes[CAR_WING_RR])
SetPanelDamage(CAR_WING_RR, VEHPANEL_REAR_RIGHT);
}
RwObject*
GetCurrentAtomicObjectCB(RwObject *object, void *data)
{
RpAtomic *atomic = (RpAtomic*)object;
assert(RwObjectGetType(object) == rpATOMIC);
if(RpAtomicGetFlags(atomic) & rpATOMICRENDER)
*(RpAtomic**)data = atomic;
return object;
}
static CColPoint aTempPedColPts[MAX_COLLISION_POINTS];
CObject*
CAutomobile::SpawnFlyingComponent(int32 component, uint32 type)
{
RpAtomic *atomic;
RwFrame *frame;
RwMatrix *matrix;
CObject *obj;
if(CObject::nNoTempObjects >= NUMTEMPOBJECTS)
return nil;
atomic = nil;
RwFrameForAllObjects(m_aCarNodes[component], GetCurrentAtomicObjectCB, &atomic);
if(atomic == nil)
return nil;
obj = new CObject();
if(obj == nil)
return nil;
if(component == CAR_WINDSCREEN){
obj->SetModelIndexNoCreate(MI_CAR_BONNET);
}else switch(type){
case COMPGROUP_BUMPER:
obj->SetModelIndexNoCreate(MI_CAR_BUMPER);
break;
case COMPGROUP_WHEEL:
obj->SetModelIndexNoCreate(MI_CAR_WHEEL);
break;
case COMPGROUP_DOOR:
obj->SetModelIndexNoCreate(MI_CAR_DOOR);
obj->SetCenterOfMass(0.0f, -0.5f, 0.0f);
break;
case COMPGROUP_BONNET:
obj->SetModelIndexNoCreate(MI_CAR_BONNET);
obj->SetCenterOfMass(0.0f, 0.4f, 0.0f);
break;
case COMPGROUP_BOOT:
obj->SetModelIndexNoCreate(MI_CAR_BOOT);
obj->SetCenterOfMass(0.0f, -0.3f, 0.0f);
break;
case COMPGROUP_PANEL:
default:
obj->SetModelIndexNoCreate(MI_CAR_PANEL);
break;
}
// object needs base model
obj->RefModelInfo(GetModelIndex());
// create new atomic
matrix = RwFrameGetLTM(m_aCarNodes[component]);
frame = RwFrameCreate();
atomic = RpAtomicClone(atomic);
*RwFrameGetMatrix(frame) = *matrix;
RpAtomicSetFrame(atomic, frame);
CVisibilityPlugins::SetAtomicRenderCallback(atomic, nil);
obj->AttachToRwObject((RwObject*)atomic);
// init object
obj->m_fMass = 10.0f;
obj->m_fTurnMass = 25.0f;
obj->m_fAirResistance = 0.97f;
obj->m_fElasticity = 0.1f;
obj->m_fBuoyancy = obj->m_fMass*GRAVITY/0.75f;
obj->ObjectCreatedBy = TEMP_OBJECT;
obj->bIsStatic = false;
obj->bIsPickup = false;
obj->bUseVehicleColours = true;
obj->m_colour1 = m_currentColour1;
obj->m_colour2 = m_currentColour2;
// life time - the more objects the are, the shorter this one will live
CObject::nNoTempObjects++;
if(CObject::nNoTempObjects > 20)
obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000/5.0f;
else if(CObject::nNoTempObjects > 10)
obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000/2.0f;
else
obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000;
obj->m_vecMoveSpeed = m_vecMoveSpeed;
if(obj->m_vecMoveSpeed.z > 0.0f){
obj->m_vecMoveSpeed.z *= 1.5f;
}else if(GetUp().z > 0.0f &&
(component == COMPGROUP_BONNET || component == COMPGROUP_BOOT || component == CAR_WINDSCREEN)){
obj->m_vecMoveSpeed.z *= -1.5f;
obj->m_vecMoveSpeed.z += 0.04f;
}else{
obj->m_vecMoveSpeed.z *= 0.25f;
}
obj->m_vecMoveSpeed.x *= 0.75f;
obj->m_vecMoveSpeed.y *= 0.75f;
obj->m_vecTurnSpeed = m_vecTurnSpeed*2.0f;
// push component away from car
CVector dist = obj->GetPosition() - GetPosition();
dist.Normalise();
if(component == COMPGROUP_BONNET || component == COMPGROUP_BOOT || component == CAR_WINDSCREEN){
// push these up some
dist += GetUp();
if(GetUp().z > 0.0f){
// simulate fast upward movement if going fast
float speed = CVector2D(m_vecMoveSpeed).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(CCollision::ProcessColModels(obj->GetMatrix(), *obj->GetColModel(),
this->GetMatrix(), *this->GetColModel(),
aTempPedColPts, nil, nil) > 0)
obj->m_pCollidingEntity = this;
if(bRenderScorched)
obj->bRenderScorched = true;
CWorld::Add(obj);
return obj;
}
CObject*
CAutomobile::RemoveBonnetInPedCollision(void)
{
CObject *obj;
if(Damage.GetDoorStatus(DOOR_BONNET) == DOOR_STATUS_SWINGING &&
Doors[DOOR_BONNET].RetAngleWhenOpen()*0.4f < Doors[DOOR_BONNET].m_fAngle){
#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){
// show damaged part
SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_DAM);
}else if(status == PANEL_STATUS_MISSING){
if(!noFlyingComponents)
SpawnFlyingComponent(component, COMPGROUP_PANEL);
// hide both
SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_NONE);
}
}
void
CAutomobile::SetBumperDamage(int32 component, ePanels panel, bool noFlyingComponents)
{
int status = Damage.GetPanelStatus(panel);
if(m_aCarNodes[component] == nil){
printf("Trying to damage component %d of %s\n",
component, CModelInfo::GetModelInfo(GetModelIndex())->GetName());
return;
}
if(status == PANEL_STATUS_SMASHED1){
// show damaged part
SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_DAM);
}else if(status == PANEL_STATUS_MISSING){
if(!noFlyingComponents)
SpawnFlyingComponent(component, COMPGROUP_BUMPER);
// hide both
SetComponentVisibility(m_aCarNodes[component], ATOMIC_FLAG_NONE);
}
}
void
CAutomobile::SetDoorDamage(int32 component, eDoors door, bool noFlyingComponents)
{
int status = Damage.GetDoorStatus(door);
if(m_aCarNodes[component] == nil){
printf("Trying to damage component %d of %s\n",
component, CModelInfo::GetModelInfo(GetModelIndex())->GetName());
return;
}
if(door == DOOR_BOOT && status == DOOR_STATUS_SWINGING && pHandling->Flags & HANDLING_NOSWING_BOOT){
Damage.SetDoorStatus(DOOR_BOOT, DOOR_STATUS_MISSING);
status = DOOR_STATUS_MISSING;
}
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;
}
#ifdef COMPATIBLE_SAVES
void
CAutomobile::Save(uint8*& buf)
{
CVehicle::Save(buf);
WriteSaveBuf<CDamageManager>(buf, Damage);
SkipSaveBuf(buf, 800 - sizeof(CDamageManager));
}
void
CAutomobile::Load(uint8*& buf)
{
CVehicle::Load(buf);
Damage = ReadSaveBuf<CDamageManager>(buf);
SkipSaveBuf(buf, 800 - sizeof(CDamageManager));
SetupDamageAfterLoad();
}
#endif