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re3/src/vehicles/Train.cpp

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