CAutomobile::ProcessControlInputs

This commit is contained in:
aap 2019-07-11 12:48:49 +02:00
parent 3e1455cc37
commit 0548476ba6
7 changed files with 154 additions and 8 deletions

View File

@ -289,6 +289,10 @@ public:
// mouse
bool GetLeftMouseJustDown() { return !!(NewMouseControllerState.LMB && !OldMouseControllerState.LMB); }
bool GetRightMouseJustDown() { return !!(NewMouseControllerState.RMB && !OldMouseControllerState.RMB); }
bool GetMiddleMouseJustDown() { return !!(NewMouseControllerState.MMB && !OldMouseControllerState.MMB); }
float GetMouseX() { return NewMouseControllerState.x; }
float GetMouseY() { return NewMouseControllerState.y; }
// keyboard

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@ -154,7 +154,7 @@ spawnCar(int id)
}
#endif
void
static void
FixCar(void)
{
CVehicle *veh = FindPlayerVehicle();
@ -167,6 +167,15 @@ FixCar(void)
((CAutomobile*)veh)->Fix();
}
static void
ToggleComedy(void)
{
CVehicle *veh = FindPlayerVehicle();
if(veh == nil)
return;
veh->bComedyControls = !veh->bComedyControls;
}
void
DebugMenuPopulate(void)
{
@ -212,6 +221,8 @@ DebugMenuPopulate(void)
DebugMenuAddCmd("Cheats", "Nasty limbs", NastyLimbsCheat);
DebugMenuAddCmd("Debug", "Fix Car", FixCar);
DebugMenuAddCmd("Debug", "Toggle Comedy Controls", ToggleComedy);
DebugMenuAddVarBool8("Debug", "Show Ped Road Groups", (int8*)&gbShowPedRoadGroups, nil);
DebugMenuAddVarBool8("Debug", "Show Car Road Groups", (int8*)&gbShowCarRoadGroups, nil);
DebugMenuAddVarBool8("Debug", "Show Collision Polys", (int8*)&gbShowCollisionPolys, nil);

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@ -13,6 +13,8 @@ WRAPPER void CPlayerPed::ReApplyMoveAnims(void) { EAXJMP(0x4F07C0); }
WRAPPER void CPlayerPed::SetupPlayerPed(int32) { EAXJMP(0x4EFB60); }
WRAPPER void CPlayerPed::DeactivatePlayerPed(int32) { EAXJMP(0x4EFC00); }
WRAPPER void CPlayerPed::ReactivatePlayerPed(int32) { EAXJMP(0x4EFC20); }
WRAPPER void CPlayerPed::KeepAreaAroundPlayerClear(void) { EAXJMP(0x4F3460); }
void CPlayerPed::ClearWeaponTarget()
{

View File

@ -45,6 +45,7 @@ public:
void ClearWeaponTarget();
void SetWantedLevel(int32 level);
void SetWantedLevelNoDrop(int32 level);
void KeepAreaAroundPlayerClear(void);
static void SetupPlayerPed(int32);
static void DeactivatePlayerPed(int32);

View File

@ -1,6 +1,7 @@
#include "common.h"
#include "patcher.h"
#include "General.h"
#include "Pad.h"
#include "ModelIndices.h"
#include "VisibilityPlugins.h"
#include "DMAudio.h"
@ -141,8 +142,134 @@ CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
return numCollisions;
}
static int16 nLastControlInput;
static float fMouseCentreRange = 0.35f;
static float fMouseSteerSens = -0.0035f;
static float fMouseCentreMult = 0.975f;
WRAPPER void CAutomobile::ProcessControlInputs(uint8) { EAXJMP(0x53B660); }
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_fSteerRatio += fMouseSteerSens*CPad::GetPad(pad)->GetMouseX();
nLastControlInput = 2;
if(Abs(m_fSteerRatio) < fMouseCentreRange)
m_fSteerRatio *= Pow(fMouseCentreMult, CTimer::GetTimeStep());
}else if(CPad::GetPad(pad)->GetSteeringLeftRight() || nLastControlInput != 2){
// mouse hasn't move, steer with pad like below
m_fSteerRatio += (-CPad::GetPad(pad)->GetSteeringLeftRight()/128.0f - m_fSteerRatio)*
0.2f*CTimer::GetTimeStep();
nLastControlInput = 0;
}
}else{
m_fSteerRatio += (-CPad::GetPad(pad)->GetSteeringLeftRight()/128.0f - m_fSteerRatio)*
0.2f*CTimer::GetTimeStep();
nLastControlInput = 0;
}
m_fSteerRatio = clamp(m_fSteerRatio, -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_fSteerRatio < 0.0f)
fValue = -sq(m_fSteerRatio);
else
fValue = sq(m_fSteerRatio);
m_fSteerAngle = DEGTORAD(m_handling->fSteeringLock) * fValue;
if(bComedyControls){
int rnd = CGeneral::GetRandomNumber() % 10;
switch(m_comedyControlState){
case 0:
if(rnd < 2)
m_comedyControlState = 1;
else if(rnd < 4)
m_comedyControlState = 2;
break;
case 1:
m_fSteerAngle += 0.05f;
if(rnd < 2)
m_comedyControlState = 0;
break;
case 2:
m_fSteerAngle -= 0.05f;
if(rnd < 2)
m_comedyControlState = 0;
break;
}
}else
m_comedyControlState = 0;
// Brake if player isn't in control
// BUG: game always uses pad 0 here
if(CPad::GetPad(pad)->DisablePlayerControls){
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::GetComponentWorldPosition(int32 component, CVector &pos)
@ -1091,7 +1218,7 @@ public:
int32 ProcessEntityCollision_(CEntity *ent, CColPoint *colpoints){ return CAutomobile::ProcessEntityCollision(ent, colpoints); }
void ProcessControlInputs_(uint8 x) { CAutomobile::ProcessControlInputs(x); }
void ProcessControlInputs_(uint8 pad) { CAutomobile::ProcessControlInputs(pad); }
void GetComponentWorldPosition_(int32 component, CVector &pos) { CAutomobile::GetComponentWorldPosition(component, pos); }
bool IsComponentPresent_(int32 component) { return CAutomobile::IsComponentPresent(component); }
void SetComponentRotation_(int32 component, CVector rotation) { CAutomobile::SetComponentRotation(component, rotation); }
@ -1115,6 +1242,7 @@ STARTPATCHES
InjectHook(0x52D190, &CAutomobile_::SetModelIndex_, PATCH_JUMP);
InjectHook(0x535180, &CAutomobile_::Teleport_, PATCH_JUMP);
InjectHook(0x53B270, &CAutomobile_::ProcessEntityCollision_, PATCH_JUMP);
InjectHook(0x53B660, &CAutomobile_::ProcessControlInputs_, PATCH_JUMP);
InjectHook(0x52E5F0, &CAutomobile_::GetComponentWorldPosition_, PATCH_JUMP);
InjectHook(0x52E660, &CAutomobile_::IsComponentPresent_, PATCH_JUMP);
InjectHook(0x52E680, &CAutomobile_::SetComponentRotation_, PATCH_JUMP);

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@ -58,7 +58,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
m_nBombTimer = 0;
m_pWhoSetMeOnFire = nil;
field_1FB = 0;
m_veh_flagB10 = false;
bComedyControls = false;
m_veh_flagB40 = false;
m_veh_flagB80 = false;
m_veh_flagC1 = false;
@ -93,7 +93,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
m_pCurGroundEntity = nil;
field_22A = 0;
field_22B = 0;
field_22F = 0;
m_comedyControlState = 0;
m_aCollPolys[0].valid = false;
m_aCollPolys[1].valid = false;
m_autoPilot.m_nCarMission = MISSION_NONE;

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@ -144,7 +144,7 @@ public:
CFire *m_pCarFire;
float m_fSteerAngle;
float m_fGasPedal;
float m_fBreakPedal;
float m_fBrakePedal;
uint8 VehicleCreatedBy;
// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CVehicle.h from R*
@ -161,7 +161,7 @@ public:
uint8 bIsBus: 1; // Is this vehicle a bus
uint8 bIsBig: 1; // Is this vehicle a bus
uint8 bLowVehicle: 1; // Need this for sporty type cars to use low getting-in/out anims
uint8 m_veh_flagB10 : 1;
uint8 bComedyControls : 1; // Will make the car hard to control (hopefully in a funny way)
uint8 m_veh_flagB20 : 1;
uint8 m_veh_flagB40 : 1;
uint8 m_veh_flagB80 : 1;
@ -207,7 +207,7 @@ public:
uint8 m_nCarHornTimer;
int8 field_22D;
bool m_bSirenOrAlarm;
int8 field_22F;
int8 m_comedyControlState;
CStoredCollPoly m_aCollPolys[2]; // poly which is under front/rear part of car
float m_fSteerRatio;
eVehicleType m_vehType;