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author | aap <aap@papnet.eu> | 2019-07-25 16:33:37 +0200 |
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committer | aap <aap@papnet.eu> | 2019-07-25 16:33:37 +0200 |
commit | 3bb607f9cbc3d26a1b312f61f86ce3f42ef82a94 (patch) | |
tree | 102b0d7b779aa8969e1be0c9779d2fd7f700b904 /src/vehicles/Automobile.cpp | |
parent | fixed dinput (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/vehicles/Automobile.cpp | 110 |
1 files changed, 106 insertions, 4 deletions
diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp index bc0c8593..0c4d0ff9 100644 --- a/src/vehicles/Automobile.cpp +++ b/src/vehicles/Automobile.cpp @@ -1421,9 +1421,111 @@ CAutomobile::FireTruckControl(void) { EAXJMP(0x522590); } -WRAPPER void +void CAutomobile::TankControl(void) -{ EAXJMP(0x53D530); +{ + 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; + 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, 1.0f)*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 += 0.5f*m_vecMoveSpeed.x; + flashPos.y += 0.5f*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(); + } } WRAPPER void @@ -2313,9 +2415,9 @@ CAutomobile::BlowUpCar(CEntity *culprit) gFireManager.StartFire(this, culprit, 0.8f, 1); // TODO CDarkel::RegisterCarBlownUpByPlayer(this); if(GetModelIndex() == MI_RCBANDIT) - CExplosion::AddExplosion(this, culprit, EXPLOSION_4, GetPosition(), 0); // TODO + CExplosion::AddExplosion(this, culprit, EXPLOSION_CAR_QUICK, GetPosition(), 0); else - CExplosion::AddExplosion(this, culprit, EXPLOSION_3, GetPosition(), 0); // TODO + CExplosion::AddExplosion(this, culprit, EXPLOSION_CAR, GetPosition(), 0); } bool |